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Hello!  :D

I’ve been scouring the forums and the rest of the net for info on how to properly export rigged and animated characters and animals out of 3DS Max, for import into Object Builder, for use in Arma 3.  But most of the tutorials and info I can find reference Arma 2 or earlier, and O2 or earlier. 

We've opened up a Bohemia issued .max file of the A3 Character with rigging.  It opened in Max just fine.  We're trying to export it out of Max as an FBX so that we can import it into Object Builder, so that we can convert that into a P3D, so we can get it into the game.But when we import it into Object Builder, the rig twists the arms all around.  I haven't even tried actual animation yet, I'd imagine the animation would come out as distorted as the rigging itself did. 

I’ve tried looking at Kiory’s Custom Animation Guide, but that doesn’t seem to be current.

http://www.armaholic.com/page.php?id=23351

These tools are likewise outdated:

https://forums.bistudio.com/topic/80130-arma2-modding-toolbox-for-3ds-max-v11/page-13

https://forums.bistudio.com/topic/76387-3dsmax-arma2-modding-toolset/page-12

So for any regular object exported out of 3DS Max as an FBX, I understand that two instances of Object Builder need to be opened, one to open the FBX, from which you copy and paste the object into the second instance of an Object Builder P3D file.  Then compile it.

But I’m not understanding how this works for rigged and animated characters.  I’m finding conflicting information, some of which state that the model and rigging (bones) need to be exported into separate FBX files.  If so, how are the model and rigging reconnected in Object Builder?  In 3DS Max, the model has a skin modifier that is connected to the bones.  If the model and bones are exported as two separate files, this connection between the two that the skin modifier creates is essentially lost.  How does that connection between the two come back once imported into Object Builder?

As others have mentioned here, exporting to FBX has the sometimes unwanted effect of not exporting all the bones:

https://forums.bistudio.com/topic/158370-modders-resource-new-animation-workflow/page-2

https://forums.bistudio.com/forum/165-arma-3-modelling-o2/

I’m also finding references to importing RTM and BVH files into Object Builder, but again, separating the model from the rigging would seem to separate their connection with each other.
On this page:

https://community.bistudio.com/wiki/Arma_3_Modding_Characters

I’m seeing this:

install VM_s-P3D_Export.mcr (included in A3_Character_Examples_1.1.zip ) into 3dsmax (like this: http://www.scriptspot.com/files/Run&Install_MacroScript.wmv, except our groups name is VM's) or Google "installing macroscripts in 3dsmax"

Is that all I’m missing here?  I have to run this script when I export a rigged and animated character out of Max to an FBX?

Also, what is the proper naming convention for the bones?  Is there any information available anywhere with regards to what needs to be done with the SkeletonPivots.p3d file?  Naming conventions for the layers and such?

Is there any information or examples on the facial riggings?

Did Bad Benson ever create a guide for custom skeletons?

Thanks in advance for any help anyone can give!
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hello

I would appreciate a lot some tips of how I can make the WoW Model Viewer work for Pandawow.

I get an error saying: ,, Could not read data from MPQ files . I tried to load both the Ru and the EnUS. Still getting the error .

Thank you
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Arma2 - O2 and Models/Modelling / Arma2OA Oxygen and Visitor set up
« Last post by rhymn on 08 Jan 2016, 13:11:50 »
After watching both of your videos I have to say great job. Now I want to fly the Frogfoot and get that Arma 3 Mod to play around with.
4
Unfortunately I can't help with your problem but moved this into more appropriate place (yay, first thread here now  :D ).

Oh, and welcome to OFPEC :welcome:
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Arma3 - Editing/Scripting General / MOVED: Terrain Builder and mapLegend.png
« Last post by h- on 21 Nov 2015, 11:25:48 »
Unfortunately I can't help with your problem but moved this into more appropriate place.

Oh, and welcome to OFPEC :welcome:

This topic has been moved to Arma3 - Terrain Builder and Terrain Editing.

http://www.ofpec.com/forum/index.php?topic=36570.0
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Hey Guys,

I am trying to make my own map. I am following a YT tutorial and time after time i got a deeper look into how things work. For me it was a lot of testing but i finaly got my files and all that stuff together. :good:
Now - in Terrain Builder - I click the "Layer Generator". First i had few problems with the layers.cfg, but i fixed it pretty fast and now I got another problem wich i cant fix... >:(
It keeps telling me, that i cannot load my mapLegend.png due it "does not exist". Paths are correct, layers.cfg is also correct I asume. The mapLegend.png is in my source folder and layers.cfg is pointing to this pathway...
I got no clue why it wont open my mapLegend at all. ???

Thanks in advance,
Horus
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OK, what I have in mind:

1) soldier, player at least, makes an "combat mode" action
on his SAM (vehicleAction needed in AA soldier config.cpp);

2) target monitoring script starts to seek for air targets;

3) when SAM is pointed on air target for some time - sound
beeps and it means what target is locked;

4) MCAR scripts usage 2 make realistic guidance - PROPNAVG
for modern launchers and dog-search for old "RedEye"/ "BlowPipe".

/////////////////////////////////////////////

The main pain in the a..rm:
how 2 find target on which the launcher is pointed on?

Fwatch 1.15 commands can easily solve the problem 4 PLAYER:
":mem getplayeraim" can be used 2 find gun direction and
":mem getplayeranim" can check out if the player plays some of AT animations.

The desigion 4 AI will be harder.
There is no problem to use "animChanged" EH + stringtable database of
~100 animations 2 check what weapon
was selected by particular soldier, but we also need an angle.

Plan A: check all vertical plane from AA man in several km in front and
the script will take no care where the launcher is pointed vertically.
Neither accurate nor effective way(

Plan B: a tricky one. Make a launcher with 2 muzzles: LaserDesignator+AA tube.
Use some invisible target moving up and down in front of the man to intercept the laser dot - now we have
the man-->target direction .

I will ask a few questions when the non-MCAR part of the task will be finished.

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OFP - Editing/Scripting General / Re: MCAR-driven portable SAM - how to?
« Last post by h- on 05 Nov 2015, 18:04:59 »
This is already being discussed internally at what is basically the MCAR team so you may get more answers soon(ish).

EDIT:
Well, that soonish turned out to be nowish :P
Apparently also remembereda bit wrong about the gamelogics, they're needed to find the target which is then the base of the MCAR code.

Anyhoo, from the guidance code coder:
Quote
- there are four guidance codes available, most sophisticated and deadly should be 'PROPNAVG'
- missile maxspeed is given by: maxspeed = (exhaust gas speed) * ln (initial mass/ final mass), where ln stands for natural logarithm.
This in vacuum, in MCAR there's a simulated air resistance (I believe it decreased with altitude, but I'm not sure)
The missile exhaust gas velocity is set by the MEXH parameter (look at the SA-8 or SA-9 stringtable.csv files), the initial mass is given by MMAS, final mass is calculated by subtracting MBNT (missile's engine burn time) multiplied by MKGS (amount of fuel burnt in a second, it could also be a formula, like in the SA-8 addon, to simulate a booster phase) to MMAS. So for example in the SA-9 addon
MEXH=1700 (m/s)
MMAS=32 (Kg)
MBNT=4.8 (s)
MKGS=2.2 (Kg/s)
So maxspeed= 1700*ln(32/(32-4.8*2.2)) = 680 m/s, this without taking into cosideration air resistance.
FT is the missile lifetime, after which it gets destroyed.

Of course not knowing what exactly SoldierEPilot has in mind doesn't help.

MCAR routines need a target, otherwise they won't work.
Having this in mind, getAmmo.sqs should be executed by the fired EH: it creates the missile at the right (hopefully) place, finds the target and then executes guidMis.sqs which directs the missile to the target. Some of the code in those scripts was written for multiplayer even.

Anyway, if you want help in the realm of the possible (since too many years have passed), you should
be more specific about what you need MCAR for exactly.

Just remember that you want to operate in an environment MCAR was never designed to work at so there is no guarantees you can what you want with just vanilla MCAR stuff.
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Thanks 4 the information, I'll think about it...
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OFP - Editing/Scripting General / Re: MCAR-driven portable SAM - how to?
« Last post by h- on 04 Nov 2015, 20:08:17 »
Well, since the weapon already fires a 'missile' why need MCAR? :P

Anyway, as MCAR relies on gamelogics placed on correct positions on a vehicle weapon, which is not possible to do with a infantry weapon model, I have my doubts if any of the code could be used as is.
I'm not 100% sure on this but as far as I can remember basically all of the MCAR functions and such rely on the data from those game logics, apart from maybe some stuff directly related to some of the guidance 'maths'..  :dunno:

sa8gecko did make a MCAR based TOW guidance script set for ArmA (1) many many many years ago but that code is most likely in byte-unexistence since forever, could be that it didn't use any of the gamelogic stuff as it was no longer needed in ArmA due to it natively supporting missile weapons on car class vehicles..
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