#reforger_samples

1 messages Β· Page 1 of 1 (latest)

lean edge
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am i correct to notice that sample weapon uses MSBS Grot in bullpup version?

tardy cairn
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it certainly looks like, it just has the upper of the regular version

lean edge
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yeah, its even named like that on the wiki in the blender files

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interesting, i think this is the first time i see it in a game

lean edge
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is the blender file for new weapon sample availadable somewhere?

silver vector
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check pinned

lean edge
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there are only workbench projects there

fallen summit
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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.

wooden valve
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Not really, static weapons will be sort of reworked in one of the upcoming milestones so that's why there is no sample yet

vale locust
waxen ravine
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Any chance we can get a head/neck sample that is weighted?

wooden valve
waxen ravine
wooden valve
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It has? What software do you use to import it?

waxen ravine
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There are no weights or vertex groups in the sample.

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No weights, no vertex groups, etc.

wooden valve
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Hm, thanks, I will take a look at it

waxen ravine
# wooden valve 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.

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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.

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So as you can see when transferring weights from the current character_template we get this mess from the chest and upward.

karmic zodiac
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I may be an idiot and this is a stupid question, but why is nothing moving in the animation rig template?

astral tartan
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Is there gonna be days anytime

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Dayz*

waxen ravine
astral tartan
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Will there be a reforger Dayz

tardy cairn
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if someone builds yes, why not blobdoggoshruggoogly

waxen ravine
shy laurel
# waxen ravine 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?

tardy cairn
wooden valve
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Btw, dayz has nothing to do with the reforger samples

waxen ravine
wooden valve
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Not yet

real rune
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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)

waxen ravine
real rune
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Not only facial, at the rear are like 2-3 faces with different proportion and get helmet/headgear clipping

waxen ravine
real rune
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Ill try to send some pics later, need to recreate the issue with some faces

waxen ravine
long terrace
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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.

waxen ravine
# long terrace The problem with the heads is in the Samples, none of them are similar to the pr...

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.

bitter path
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what's the easiest way to download the reforger samples from github?

tardy cairn
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Press the download button? Which gives a zip file with all the files.

wooden valve
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Code -> Download ZIP

bitter path
waxen ravine
wooden valve
rustic fox
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Heyo, is there any example of a building/prop with doors in the samples?

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trying to work out what i'd need to do to get doors working so wnated to take a look

waxen ravine
minor raft
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Can we get replication samples? Or is it already somewhere?

wooden valve
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replication samples?

minor raft
dense nova
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Try asking

waxen ravine
wooden valve
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Btw, let me know if it works without problems now

waxen ravine
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I’ve re-weighted all of my clothing and had no issues.

latent lava
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Still having issues with server mods failed to start the game but no issues from the nitrado

jagged shadow
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where is the channel to I need to go to hire model modders?

jagged shadow
solid cobalt
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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.

solid cobalt
broken vortex
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do portals even work yet?

solid cobalt
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do portals even work yet

trail edge
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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?

waxen ravine
trail edge
waxen ravine
trail edge
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Indeed, looks useful, having skinned heads though WILL mean I can make new heads as well if I ever decide I want to.

waxen ravine
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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.

broken vortex
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aren't the heads slightly different tho

real rune
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some have nose, mouth and jaw different, there's even vanilla helmets clipping

solar eagle
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Agreed, its so hard to get helmets to fit everything

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Without looking silly at least

waxen ravine
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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.

tepid prairie
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Make different sizes S, M, L and XL lol

real rune
waxen ravine
# tepid prairie Make different sizes S, M, L and XL lol

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.

tepid prairie
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I was messing around guys. Imagine the amount of work ? Hell no. They should find a way to fix this.

broken vortex
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more of a workaround, but the head can't clip if there's no head

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or you can ignore it, nobody will arrest you for a slight size issue

tepid prairie
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Lol 🀣

tepid prairie
waxen ravine
broken vortex
waxen ravine
broken vortex
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well there are full head gas masks... but they are indeed not pretty

real rune
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maybe some mask with a hood (Like nbq suit)

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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

muted moss
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Gas mask can have a mesh cover for the head, may be able to use something like that to kinda hide the head

solar eagle
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What like a mask hood?

waxen ravine
sour basalt
waxen ravine
sour basalt
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same again for top v bottom of mask? stretch it a bit to make it fit?

waxen ravine
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Would need to do it for top, bottom and both sides. Not happening lol.

broken vortex
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pretty realistic tbh that faces have different proportions

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so theres no joints for like cheeks forehead etc?

waxen ravine
trail edge
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Hence clipping on helmet straps etc on different heads. A gap, or not a gap, that is the question

smoky tapir
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Swappable component strap that can be set according to head type? Default model with open or tucked away strap?

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Or just loose enough strap

loud wraith
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does enfusion have some kind of morph target so you could align everything with the head

weary pollen
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How do I make an attachment for a custom new weapon? Optic style with the points I should add.

broken vortex
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looking into any currently available attachments would be a start

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depending on what kind of attachment you'd like to make it may not be feasible though

weary pollen
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RIS style Carryhandle to be removable on M16.

broken vortex
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I think if the carry handle includes sights then it'd be ok to make it as an attachment of type optics

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so basically you could make it pretend to be an optics/sights attachment

weary pollen
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How exactly do I do that. And in what component are the slots located at.

weary pollen
broken vortex
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so in the weapon you have attachmentslotcomponent that makes things go into places

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inside the attachment I kinda forgot but you can copy things from like the ARTII scope, just ignore the actual PIP Scope stuff

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I think it was an inventory item component and one more component

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@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

fallen summit
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Yeah, sure

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I have done it in that way

weary pollen
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Dont want to be rude but I cant read jack stuff.

broken vortex
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click open original

weary pollen
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Had to download it

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And thanks, both of ye.

broken vortex
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and then that attachmentopticsris class needs to be in an attachmentslotcomponent on yer gun

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but to get that class you may need to download AttachmentsCompatibility mod and use it as a dependency

weary pollen
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How do I do that.

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Just wanted to ask it.

broken vortex
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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

weary pollen
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Thanks

broken vortex
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I don't know if this is an official recommended way of doing it but it works for me

weary pollen
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If it works, it works.

weary pollen
broken vortex
weary pollen
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I see..

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So I did that on the attachment, did it on the gun but I dont see the option for it to attach it.

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Nwm.

weary pollen
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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.

blissful mist
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I'd ping but it be night wobcat

broken vortex
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hahaha why even post spam like this I don't understand

misty glade
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I do sense some anger

broken vortex
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it's 99% a bot

blissful mist
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It is not night anymore so I shall ping
bap @desert narwhal @unkempt wasp (not sure if you have admin access there lou?)

unkempt wasp
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Thanks for the notice. Plus I’m US timezone.

blissful mist
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wait wasnt leclair us timezone derpsify ?

blissful mist
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ah oki bongocat

somber juniper
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the character sample file in there, is that all correctly set up ready for reforger?

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im trying to get a custom skeleton working, and want to reverse engineer something that is correct, but cant find anything

wooden valve
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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

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

GitHub

Additional resources for Arma Reforger modders. Contribute to BohemiaInteractive/Arma-Reforger-Misc development by creating an account on GitHub.

molten nexus
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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.

rancid talon
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Are there any samples that include examples for PIP mirrors in vehicles or something similar?

broken vortex
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not that I know of

dawn elk
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@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.

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I think we tested with one screen on the stryker and we had 6 of them spawned. No good.

rancid talon
weary cape
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But PIP aren’t always active, you need to scope ? Cause if you need to scope why it’s a problem for other players if it’s inactive

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For weapon you need to scope that why I ask

broken vortex
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dont need to be afraid of them (plus you can disable them if user has 2d scopes setting enabled)

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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

old jacinth
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rendertarget-optimzation

rancid talon
broken vortex
rancid talon
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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

wooden valve
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Are you using txa exporter from ebt?

rancid talon
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That is the export of the provided pistol pose app exported with fullbodyabs

wooden valve
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what do you mean by baking metarig to reforger rig?

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Skeleton is constrained to it so you don't have to bake anything - animate in Rig armature and then exprot it with EBT

rancid talon
wooden valve
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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

GitHub

Added: Readme file for Sample New Character sources

Added: Arsenal crate for all factions

Tweaked: Some of the prefabs from Sample New Faction were missing modded label

Removed: Obsolete vehicle...

grave notch
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Where do i drop the samples after installing? (i think this is where i ask)

limpid sky
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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.

wooden valve
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It is in fbx format

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Blend file has only animation rig

limpid sky
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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.

limpid sky
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Will take a look when back from work ty.

wooden valve
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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

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

GitHub

Additional resources for Arma Reforger modders. Contribute to BohemiaInteractive/Arma-Reforger-Misc development by creating an account on GitHub.

lyric skiff
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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 ?

wooden valve
wooden valve
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GitHub

Additional resources for Arma Reforger modders. Contribute to BohemiaInteractive/Arma-Reforger-Misc development by creating an account on GitHub.

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

verbal axle
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Are morphs used for anything in Reforger? If so, what?

spark sparrow
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I think the vest inflation?

verbal axle
dawn elk
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@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?

spiral robin
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Yup, inflated vests are alt model not morph

lapis fog
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indeed. but probably might see usage in future (e.g. helmet straps more fitting, pouches inflating deflating as inventory depletes)

runic cedar
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The sample bullpup rifle in game when dropped due to being uncon or killed the weapon glitches around and goes under the map.

wooden valve
runic cedar
wooden valve
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today?

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Maybe server you are playing is using old version

runic cedar
wooden valve
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yes

runic cedar
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oh ok

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need to test it then ahah

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sorry

wooden valve
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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

runic cedar
indigo quiver
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anyone know of a sample for velcro patches to put on vests?

meager mulch
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samples for patches?

spark sparrow
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No

meager mulch
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:c

indigo quiver
meager mulch
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Yes

indigo quiver
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ya

meager mulch
indigo quiver
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no

wooden valve
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This channel is about official samples

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Patches are community creation - you can mod author for some samples

meager mulch
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Ohhh

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Thx

buoyant scarab
wooden valve
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In the Readme you have name of method which you can use

buoyant scarab
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ahh thx. i have not seeing the last text under the picture πŸ‘

wooden valve
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There is a small update to the Reforger Samples πŸŽ‰ 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
GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

wooden valve
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...it's time for another Reforger Samples update πŸŽ‰ 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
GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

GitHub

Additional resources for Arma Reforger modders. Contribute to BohemiaInteractive/Arma-Reforger-Misc development by creating an account on GitHub.

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@pastel ermine - ping, since I remember you asked about it some time ago πŸ˜‰

pastel hawk
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Anyone working on Russian weapons?

wooden valve
pastel hawk
wooden valve
amber falcon
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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

mellow willow
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IIRC there is no full model, it's pieced together

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So there's a head mesh, a body mesh etc.

dawn elk
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I was gonna say. The character with the rig has all of its body parts...

wooden valve
wooden valve
austere sparrow
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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

verbal axle
covert condor
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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

wooden valve
covert condor
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Thank you

wooden valve
covert condor
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Yes
This is great, thank you

dawn elk
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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.

wooden valve
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you should rather make animations from scratch rather than trying to match skeleton of existing weapon

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unless you really want to do another ak74/m16 variant - maybe it could be provided but I would not want to encourage such approach

dawn elk
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I understand that, but for variants the best way would be use the armatures that already exist.

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No need to recreate an entire set of animations for a weapon that is just visually different.

wooden valve
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for weapons itself, its not that many anims and they are rather simple (trigger, fire, bolt)

dawn elk
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Yes but then the anims for the character are still needed.

wooden valve
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you can still use vanilla ones in such case

lament bay
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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?

fervent summit
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where I can find a sample for grenades in the samples repo?

dawn elk
wooden valve
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?

amber falcon
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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.

topaz skiff
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Where do I get the skeleton and character model to make clothes

red dirge
tulip dagger
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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?

tulip dagger
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I haven't got a clue where I should ask this. Just new and want to get started

wooden valve
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most of the channels have description which can help you to find what kind of topics are discussed there

jovial field
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Is there going to be helicopters added to the samples at some point or were they already added and I missed that πŸ˜… ?

ivory stirrup
wooden valve
ivory stirrup
inner jolt
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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)

verbal axle
inner jolt
verbal axle
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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.

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Or use DSR to up your monitor res to 4K+, screenshot and then make 2048x2048 crop in photoshop and have fun aligning it

inner jolt
inner jolt
wooden valve
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Yes, for example

inner jolt
# wooden valve 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).

wooden valve
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14 is not a random number btw

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So you did all other steps too?

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If not, just write down which you have problem with

inner jolt
dawn elk
inner jolt
inner jolt
wooden valve
# dawn elk For modded enums you're not supposed to use = int. Just add your enum and engine...

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

wooden valve
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pay attention to part mentioning tag

inner jolt
wooden valve
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are you sure your addon is loaded?

inner jolt
wooden valve
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stops?

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like freezes?

inner jolt
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It's not when loading the map with f5, it's before, when opening world.ent

wooden valve
inner jolt
wooden valve
inner jolt
wooden valve
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ok

ivory stirrup
#

@wooden valve is there any samples for vehicle lighting and there prompts?

ivory stirrup
# wooden valve Check sample new car

Copy, I’ve been looking into the section manager and trying to decipher what lights are recognized in the actions manager for what prompt. But I’ll take a look at that!

inner jolt
wooden valve
inner jolt
wooden valve
inner jolt
wooden valve
inner jolt
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When I launch another mod with ZAF as an addon, it works.

wooden valve
inner jolt
broken vortex
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sounds like some kind of override problem in ZAF maybe

inner jolt
inner jolt
inner jolt
wooden valve
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which one?

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Flag_Zimnitrita.emat ?

inner jolt
wooden valve
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how did you even managed to do it?

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your emat had GUID E2AF082EE5453839

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and it was inheriting from material with E2AF082EE5453839 GUID

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this caused a loop and silent crash

broken vortex
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is this what happens when you duplicate something without changing names?

inner jolt
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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.

wooden valve
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no, the emat that you have in mod is inheriting from itself

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MatPBRBasic : "{E2AF082EE5453839}Assets/Props/Fabric/Flags/Data/Flag_Zimnitrita.emat" {

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and this can be found in a file which has following meta file

 Name "{E2AF082EE5453839}Assets/Props/Fabric/Flags/Data/Flag_Zimnitrita.emat"```
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@inner jolt how did you managed to inherit from itself?

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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

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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

inner jolt
wooden valve
wooden valve
inner jolt
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And I had to create it on zimnitrita and then copy and paste via windows

wooden valve
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ah...

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but how did you duplicate it? In Windows or in Workbench?

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@inner jolt

inner jolt
wooden valve
inner jolt
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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.

wooden valve
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πŸŽ‰ Reforger Samples were updated once again πŸŽ‰
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
GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

GitHub

Additional resources for Arma Reforger modders. Contribute to BohemiaInteractive/Arma-Reforger-Misc development by creating an account on GitHub.

gilded python
quiet hearth
#

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. thonk

quiet hearth
#

weird guess iam blind blobdoggoshruggoogly meowheart

wooden valve
#

There was small update to samples fixing recently discovered bugs. Main highlight is fix for character animation rig, which was broken in recent update.

inner jolt
inner jolt
maiden nexus
# wooden valve You meant something like this? If yes, I will push that to Github

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.. πŸ˜„ 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!

inner jolt
inner jolt
#

is what Eden_AssetImages.ent work fine at your place? @wooden valve

wooden valve
wooden valve
maiden nexus
#

@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 πŸ™ can we have the UH1 rotors

wooden valve
maiden nexus
wooden valve
wooden valve
# inner jolt thanks Reyhard

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

maiden nexus
inner jolt
wooden valve
#

Small update to the Misc Samples just arrived πŸͺ„ 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

GitHub

…ously incorrectly imported at default Blender 25fps and were adjusted to correct 30fps

Fixed: Some of the weapon animation samples contained incorrect data (i.e. M16 inspection animation had only...

inner jolt
wooden valve
#

Not really, I didn't received green light for that yet

wooden valve
inner jolt
inner jolt
#

Ok its work on experimental, thanks for your replie @wooden valve πŸ™‚

inner jolt
#

On the other hand, some characters are not displayed on images (e.g. AAT charactere). The photo is taken without the character on it.

wooden valve
#

Are you sure your character is configured correctly?

inner jolt
#

I test that with sur character and its same result

wooden valve
#

what is sur character?

inner jolt
#

either fia or ussr it doesn't work

inner jolt
#

It has the role_ammobearer and this variable is set in the position_charactere.

onyx epoch
#

How do i get sample mods on my workbench

untold river
#

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)?

wooden valve
weary raven
#

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.

plucky badger
#

Anyone know where i can get a helicopter sample model?

silver vector
loud wraith
#

One message removed from a suspended account.

dawn elk
#

You add clothing like you add any other model. Except you rig it to the characters rig.

verbal glacier
#

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?

wide citrus
#

First, how did you create your faction

wooden valve
#

πŸ“— 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
⚠️ 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.

GitHub

…s for Rig Updater

Changed: Character blend files had some incorrectly set constrains which resulted in wrong IK export on non rifle weapon animations

Changed: Sample New Car animation blend file...

vernal lark
#

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.

wooden valve
vernal lark
#

For example, how do you configure the β€œSlotManager” components?

wooden valve
vernal lark
#

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 β€œfront wheels” is the bumper.

vernal lark
#

i think it's not

wooden valve
#

it is exactly that same issue - it is even visible on picture

vernal lark
#

ah I think I must have misunderstood lol

vernal lark
#

i have just a question, how did he turn on this view of his vehicle ?

vernal lark
#

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.

vernal lark
vernal lark
#

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?

vernal lark
#

Hello, this problem was solved, it was the center of gravity

languid arch
#

Is there a specific version of Blender you need to use with the tools? When I attempt to open animation samples Blender crashes immediately.

merry topaz
languid arch
#

Blender's at 4 now? Jesus christ when did that happen? I'm at 3.1!

merry topaz
#

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.

steel ruin
#

4.0 series of blender has been a headache for many people

#

3.6 is not bad at all

deep kernel
#

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

neat onyx
deep kernel
#

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

waxen ravine
steel ruin
#

whats arcady about the arma frogs?

lyric summit
#

Where are people getting the template image of the RHS patches? 1024x1024

smoky tapir
lyric summit
smoky tapir
#

but you likely need to ask there if you can have it

lyric summit
shut grove
#

Are there any samples for uniform retexturing?

real echo
#

how do i open workshop mods to edit?

mellow willow
#

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.

real echo
mellow willow
#

Your mods folder is in Documents/MyGames/ArmaReforger/addons by default

#

As it says in the linked document

real echo
#

thank you so much

real echo
mellow willow
#

If you can add prefabs from another mod to your own world? Yes.

real echo
#

i will launch with addon?

mellow willow
#

Hm?

copper adder
#

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?

loud wraith
#

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

pastel hedge
loud wraith
fickle tinsel
#

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.

faint zenith
#

Hello, can someone guide me, I am creating a faction but I cannot make the buildings available to build

wooden valve
fickle tinsel
round pond
#

does anyone have a bone file for blender? im always over 163 bones

fickle tinsel
#

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?

limpid hill
#

I want to create a mountain bike that I can import into Arma reforger, who can help me please?

mellow willow
limpid hill
#

Hey, I am wanting to update an existing unreal engine project that is made for mobile AR and has the following sections
β€œPlace AR model”, β€œWalk in AR space”, β€œscan from brochure”

I am wanting to update the β€œplace AR model” 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

limpid hill
wooden valve
#

So why are you writing something like that?

dawn elk
lilac pumice
#

wild that someone doesnt even know the difference between the engines

wooden valve
#

...another update of Samples has happened! πŸŽ‰ 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.
pastel ermine
#

☝️ noice

bleak quest
broken vortex
#

you can see the whole armature in workbench already

#

probably also have the armature in samples now

timid forge
#

ACR and AR33 model?

trail edge
wooden valve
trail edge
quiet hearth
#

I have a question. Are People allowed to contribute to the samples? so anyone outside of BI?

wooden valve
#

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

quiet hearth
dawn elk
quiet hearth
dawn elk
quiet hearth
#

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.

dawn elk
quiet hearth
dawn elk
#

It's a fully functional building with everything other than the Mlods iirc

dawn elk
#

I've updated it to the most recent stuff.

quiet hearth
#

ah ok

#

well if you want I can do some fixing up if it needs any

dawn elk
#

I originally made it before the BSP stuff got broken or whatever weird happened with the blender tools or whatever

quiet hearth
#

Making Proper light portals etc

dawn elk
quiet hearth
#

Ah I guess i missunderstood lol xD

raw pebble
#

So we're is "Zelik's sublime samples for reforger development" GitHub link?

dawn elk
#

That'll be sometime after I get done with a Blender setup for creating buildings procedurally

raw pebble
#

I look forward to when that time comes 😁

#

If not, I hope to get your continued input as I slog along in my quest for a better Arma game mode 😁

woven escarp
#

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.

pastel ermine
woven escarp
#

Thanks!

pastel ermine
#

I suggest to keep this GitHub repo in mind - there is useful stuff in there

woven escarp
#

Boomarked πŸ™‚

pastel ermine
#

🫑

pastel ermine
#

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 πŸ€·β€β™‚οΈ

weary raven
#

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

fickle tinsel
#

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.

wooden valve
#

hm, I will take a look

fickle dew
wooden valve
#

Unfortunately not - there were some bigger priorities

fickle dew
#

Thank you for the response, guess I'll wait then

hidden mango
#

Any samples for buildings?

dawn elk
brazen latch
#

Where can one find the new character weights/skeleton .blend file?

wooden valve
#

its not released yet. Hopefully update of Github will be released today

pastel ermine
fathom apex
#

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

pastel ermine
wooden valve
#

Another smaller, yet important updated to Reforger samples was just released πŸŽ‰
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.

weary raven
#

Does the rigged head mesh have a rigify version ?
Importing Head_Template_NewSkeleton.fbx does not produce a Rigify-ed setup

wooden valve
#

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

weary raven
#

Figured

#

Since the head is actually rigged in the .fbx

#

Just no Rigify

wooden valve
#

Rigify is blender thing written in python. FBX is autodesk format, it doesn't contain blender specific data

stiff falcon
#

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

stiff falcon
#

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.

light panther
#

Rey Rey frogcry

wooden valve
light panther
#

Was how the old skeleton 🦴 came

wooden valve
stiff falcon
wooden valve
stiff falcon
wooden valve
#

Try to re-download maybe?

stiff falcon
#

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.

stiff falcon
wooden valve
#

@light panther was able to open it I think?

stiff falcon
# wooden valve Pretty sure ik targets were under entity

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.

stiff falcon
light panther
wooden valve
stiff falcon
#

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

wooden valve
#

See messages above

stiff falcon
#

kk, I'll play around some more... Hopefully it's just me being stupid.

#

I might bug you again though... πŸ₯Ή

#

Disregard everything before. I am stupid and wasn't downloading it properly from github. Apologies notlikemeowcry

wooden valve
#

ascii issue was also problem on your end?

light panther
#

frogedaxcrybabyrage WHERE IS THE 231 BONES

wooden valve
#

Did you read the message?

#

it will happen when next experimental update will be released

light panther
#

Oh

wooden valve
#

so for now, you cannot even test if its working

light panther
#

Thank you Reyhard, you are an Angel that guides me in this dark time.

wooden valve
#

@light panther which model had those empty objects skinned to right arm?

wooden valve
light panther
wooden valve
#

fbx? so its not blend file?

light panther
#

I imported the fbx from my project into the blender instance, then updated the skeleton from there.

wooden valve
#

ok, please send me this file then

wooden valve
#

Small update: Issue with IK objects not being parented was resolved and uploaded to Github

fickle tinsel
#

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.

fickle tinsel
#

In fact, just samples of the sprint, run and walk would be a huge help for modders trying to do custom animation instances.

wooden valve
#

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

broken vortex
#

wonder what happens when I plug in exported mixamo anims in there thonk

wooden valve
#

I sort of managed in past to plug in AR character into mixamo and get anims back

#

but their converter is hit & miss

broken vortex
#

this has probably been asked before but where do I find which export profile to use for those?

fickle tinsel
#

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.

blazing thicket
#

Is there not a building sample?

wooden badger
blazing thicket
#

Thanks!

wooden badger
#

if you need to add anything feel free to do it

#

and you can directly ask Cassbrune if needed

storm stump
#

@wooden valve which one from the github is the one you had in that screenshot?

wooden valve
maiden hemlock
#

It's in experimental workbench and is using the new skeleton

maiden hemlock
wooden valve
maiden hemlock
wooden valve
lime canopy
#

Does the headgear sample already have the new skeleton??

wooden valve
#

yes

wooden valve
#

πŸŽ‰ Another Reforger release, another samples update πŸŽ‰
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

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

GitHub

Additional resources for Arma Reforger modders. Contribute to BohemiaInteractive/Arma-Reforger-Misc development by creating an account on GitHub.

broken vortex
#

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?

wooden valve
sharp pollen
#

Please, Animation are broken for Samplemod new Weapon?

wooden valve
#

sample mods on workshop were also updated (except Sample New Character due to technical glitch in pipeline - it should be updated today though)

sharp pollen
wooden valve
sharp pollen
#

8 Warnings, and no bolt, fingers anims in game.

wooden valve
#

I can confirm warnings but those anims works for me in game

wooden valve
#

ok, I see that the workshop version has some problems

sharp pollen
#

Thank you πŸ˜‰

weary raven
#

Are we going to get Character_AnimationRig_Example.blend for the new head eventually ? To make custom facial expressions and such

#

with Rigify

wooden valve
weary raven
#

Damn, unfortunate.

fickle tinsel
wooden valve
fickle tinsel
#

Ah okie doke

fickle tinsel
broken vortex
#

LEAKED

fickle tinsel
#

Apparently its a trojan virus according to Windows haha.

fickle tinsel
wooden valve
#

it seems to be fine?

wooden valve
fickle tinsel
#

Do you have anything being applied in the NLA editor that may be altering it?

#

This is directly opening the file you sent.

wooden valve
#

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

fickle tinsel
#

Roger

wooden valve
#

my 7z contained only single blend file

fickle tinsel
#

Thats the one I downloaded?

wooden valve
fickle tinsel
#

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.

wooden valve
#

well, github was updated so you can download it from there

#

keep in mind that once again old files were not deleted

fickle tinsel
#

Aha

wooden valve
#

so use those single files

fickle tinsel
#

Will do. Sorry about that, slow brain today.

wooden valve
#

no worries, let me know if it worked in the end @fickle tinsel πŸ™‚

fickle tinsel
long terrace
#

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.

wooden valve
long terrace
#

I'm going to check it out, although I'm not doing animation, I'm modeling new heads... I'll give it a try.

wooden valve
#

that is without anims though, maybe blender has some problems with skinning those edge vertexes

long terrace
#

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.

wooden valve
#

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)

long terrace
#

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. πŸ™„

wooden valve
#

well, watch out for skeleton - it will have to be adjusted per head

#

I'm not exactly sure how we did it in house

long terrace
#

@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:

long terrace
#

@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.

wooden valve
#

alright, I will share it with the team

foggy heath
wooden valve
#

I will check what can be done πŸ˜‰

celest cargo
#

If you guys could make a truck sample that would be great πŸ‘

dawn elk
#

Same thing as a car sample except it has a bed and tailgate lol

celest cargo
#

I have a problem with blender

trail steeple
#

So descriptive

pseudo gulch
#

@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

wooden valve
pseudo gulch
#

Where can i find them?

wooden valve
#

there are no longer full set anims

#

they are without noDoor

#

regular getIn is a noDoor anims

pseudo gulch
#

Ahh i understand they are splittet

wooden valve
#

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

pseudo gulch
#

Thank you verry much.

#

btw. do you know that "CMD_Lights" command is not called in any graph?

wooden valve
#

afair it is only called when you press hotkey for lights

#

not when you use context action

#

but that is "engine" bug I think

pseudo gulch
#

Should i add a Feedback?

wooden valve
#

hm?

unreal heath
#

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

wooden valve
unreal heath
#

aleready solved I forgot this body mesh array to handle when the uniform tries to hide them

covert condor
#

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

faint pollen
#

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

warm vapor
#

Why i cant see the normal LOD of the head template? how do i enable them back even tho they are already on...

wooden valve
#

Show in render i think it is

#

A pc screen icon

warm vapor
warm vapor
#

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

broken vortex
#

Export only one set of meshes and only lod0

warm vapor
broken vortex
#

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

warm vapor
broken vortex
#

I think its actually exporting the normal and the wound meshes

warm vapor
broken vortex
#

Hmm maybe actually its because the UV map has overlapping islands

#

I just remembered

warm vapor
#

So basically I have to do all the UVs by myself if I want to use substance

#

Something that truly kills the mood

broken vortex
#

Or

#

Export the mesh with only one of each overlapping meshes lol

#

So if you have two legs and two arms export with one agonylmfaoo

#

idk

warm vapor
#

Rly sad cuz with the head everything is fine

broken vortex
#

This is how I textured my zombie

#

hehehe

warm vapor
# broken vortex This is how I textured my zombie

You actually split the legs and arms πŸ’€ looks sick, the burnt effect on the skin is amazing. Guess when I get back home, I’ll try to do it that way too hoping it will work, because no way I’m not gonna use smart materials and baking in substance

wooden valve
#

mention of flesh_ materials suggest that substance painter guy loaded whole FBX with all colliders & wounds - flesh is game material used only on colliders

warm vapor
wooden valve
#

It's not broken - I imported it just fine substance painter

#

Are you sure you exported it without wounds?

warm vapor
#

You can export it to substance but you can’t bake the textures, yes without wounds

#

So you can manually paint, but example you can’t use smart materials because they require baking the maps first

broken vortex
#

I actually do think you might have had base + wound mesh exported

#

Because only the arms and legs use overlapping UVs

#

Not the torso

warm vapor
wooden valve
#

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

warm vapor
# wooden valve why are you importing with colliders in it?

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

broken vortex
#

Those overlapping UVs will be tough to texture when you have both arms/legs on

wooden valve
#

it is a custom model I see so he can make a second material

fickle tinsel
#

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.

wooden valve
#

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

fickle tinsel
fickle tinsel
#

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.

wooden valve
#

not yet, I was away during Easter

zinc mortar
#

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?

upbeat hamlet
#

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

midnight tide
#

any sample for ArtillerY?

hot solar
lime crater
#

Thanks, I'll have a look

midnight tide
lime crater
#

For now we are just looking for basic mission files, unsure about artillery

midnight tide
#

can I add a dependices while in the builder?

warm vapor
#

@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

fickle tinsel
#

Mr Reyhard, is there an ETA on the updated pistol samples?

wooden valve
#

not really but I will try to see this week at least how much work it is exactly

fickle tinsel
fickle tinsel
wooden valve
tepid panther
#

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

tepid panther
wooden valve
#

Wrong channel for such question

fickle tinsel
errant gull
#

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

royal roost
#

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?

prime grove
# errant gull I am trying to build a couples patches for my MILSIM. Does anybody have Samples ...

The easiest way I’ve 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 there’s a whole process on doing it that way, I haven’t actually done it, so I’m 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. It’s the hard option but then you wouldn’t have to worry about any dependencies issues.

halcyon fossil
#

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.

wooden valve
halcyon fossil
prime grove
halcyon fossil
chilly oasis
#

Hello all, pls help me Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1749229764763-383562", message="Asset 658AB3E7C97A9EA0 is not published"

pastel hedge
#

You can use the assets via prefabs in the game and build a memorial using slotting

halcyon fossil
#

ok. I'll learn that.

loud crescent
#

hey guys i tried to open an .et file from the sample but i have this error message :

wooden valve
loud crescent
#

it was the vehicle in the sample pack

wooden valve
#

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

fickle tinsel
#

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?

cursive turtle
#

A aimspace sample would be awesome,

fickle tinsel
fickle tinsel
wispy lion
#

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

  1. 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

warm nest
#

Any tools sample for entity catalog generator from all current loaded mods

nova zephyr
# wispy lion Hi iam wanting to use somthing like the mortar 3rnd crate as a fireteam rearm bo...

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.

wispy lion
fickle tinsel
#

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. πŸ™‚

prisma marten
#

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?

molten kettle
fickle tinsel
#

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?

restive jewel
#

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

trail edge
restive jewel
safe briar
#

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.

trail edge
safe briar
trail edge
celest cargo
#

We need some buildings samples

warm vapor
slate pike
warm garden
#

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.

daring stirrup
#

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)

  1. Be reliable

  2. Added functionality of rappelling off of buildings, rock faces, high drops ect.

Any help would be greatly appreciated

sour basalt
#

This is a lot to expect to do with your first mod if you aren’t already coming in with a good grasp of scripting/c#

fossil raven
smoky tapir
final turret
smoky tapir
#

I dont think hes been back here since the question

warm garden
#

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.

sour basalt
robust grotto
#

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: ""

shrewd linden
robust grotto
#

OK

warm hill
#

Easter Egg on Kolguyev

gloomy gazelle
#

Sure would be nice if we had updated samples

dawn elk
fickle tinsel
vale jewel
#

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.

granite siren
#

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?

cobalt palm
#

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

vale jewel
shy sail
#

Hey, would it be possible to provide the Crew Animations for the mortars? Those are missing in the files πŸ™‚

granite siren
# vale jewel Okay, I'll try that. Over the past few days, I've been comparing the components ...

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.

granite siren
shy sail
shrewd linden
visual dragon
#

does any1 has decent tutorial on adding vests

dawn elk
visual dragon
trail edge
# visual dragon 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.

real rune
#

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

main vortex
real rune
#

But without any sample is almost impossible to know the right locations...

main vortex
real rune
main vortex
real rune
#

@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

lyric pike
#

Is anybody familiar in setting up server presistence ie loot storage and character etc?

sweet shard
#

besides the holding of the gun there isnt really any anims

#

since we dont have reload anims and whatnit

real rune
digital aurora
#

Some more base pose animations would be very helpful, e.g aiming crouch and prone pistol, rifle, launcher, lmg

fickle nebula
#

<@&105621371547045888>

desert narwhal
#

!purgeban @dusky frigate 1d crypto scam spam

digital cradleBOT
real rune
smoky tapir
real rune
vale jewel
#

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!

viral cape
dawn elk
viral cape
dawn elk
#

YouTube? Google? Maybe the modding boot camp videos?

ancient rock
#

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...

thick plume
#

is there any sample for one of the body armors to get the sizing down?

ancient rock
thick plume
#

Yes but it doesnt have any body armor mesh

clear wren
#

<@&105621371547045888> mr beast again

modest cape
#

! purgeban 962094882409816094 1d financial scam spam

digital cradleBOT
thick plume
#

thanks

dawn elk
#

No problem

fierce geode
#

@ 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?

smoky tapir
#
  1. No native animal.
mild plank
#

@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.

smoky tapir
mild plank
urban isle
# smoky tapir there are plans for more samples yes. Unfotunately they are slow to set up.

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.

clear wren
#

Damn my gif no work this time

smoky tapir
#

!purgeban 906604645009473606 0 crypto scam spam

digital cradleBOT
violet valley
clear wren
#

We got another one over here

full wing
#

!purgeban 1279857129293090907 0 crypto spambot

digital cradleBOT
stiff summit
#

!purgeban 1280209784565665823 1d crypto scam spam

digital cradleBOT
stiff summit
#

You're late our firefighter

clear wren
#

We need a leaderboard for this stuff

modest cape
#

well, it's funny for once, but the memes are more spam in the channels

violet jay
smoky tapir
#

and the mesh using it is made like this

urban isle
smoky tapir
#

in squares

violet jay
#

yeah its squares centered

smoky tapir
#

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 πŸ€”

#

if you put zoom to 100% you can screengrab the template at 100% size

#

in few pieces

violet jay
#

the squares are only 1000px not exactly split square - in the template

smoky tapir
#

this is at 100% size

foggy heath
#

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. 🀭

smoky tapir
#

give a finger they eat the whole hand πŸ˜›

smoky tapir
#

!purgeban 1096057782039490674 1d cryptoscam spam

digital cradleBOT
full wing
#

!purgeban 1114842260585058334 333738473611853824 0 crypto spambot

digital cradleBOT
clear wren
#

This is getting out of hand now there are were two of them

fickle tinsel
#

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.

narrow sedge
fickle tinsel
desert narwhal
#

!purgeban @half thistle 1d crypto spam

digital cradleBOT
fickle tinsel
#

Is it possible to get samples of the new pistol inspection animations? πŸ‘€

marsh sparrow
#

Is it too much to ask that they also implement the tank tracks system? meowheart

marsh sparrow
# smoky tapir yes too much.

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

marsh sparrow
# smoky tapir which ones are broken?

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

quiet star
#

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.

smoky tapir
#

the basic body should work alright unless soemthing goes wrong with the export

#

compare your bone count to vanilla unifrom bone count

quiet star
#

Thanks. i try it that way.

smoky tapir
#

At least it worked for something I made not long ago.

quiet star
smoky tapir
quiet star
#

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.

quiet star
#

How do i get a model with the right amount of Bones, if its not the Character_waight_template from BI?

hushed oasis
quiet star
hushed oasis
quiet star
hushed oasis
# quiet star Thats what players sent me.

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

quiet star
#

Hmm. Okay, i create new prefavs and test it later. Thx mate

hushed oasis
#

no problem seems everyone is doing damage control we're all in same bucket

rocky nexus
#

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

rocky nexus
empty chasm
#

how can i test a sample mod in local server? "mods": [ { "modId": "{5614E48162D7B84F}SampleMod_Main", "name": "SampleMod_Main", "version": "1.0.1" } ]

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localserver doesnt start if i put stuff in mods config array

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where do i have to locate the samplemod files?

limpid elm
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where we can have the server file ?

empty chasm
wooden valve
limpid elm