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SammVarnish

Arma 2 Sample Skeleton Custom Animations

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@Mondkalb:

I guess the point of this thread is importing animation from whatever software (it doesn't matter all that much witch one, especially within autodesk branded ones in this case), WITHOUT using unreleased tools (or released only for VBS2), and other software where normal users don't have access to. If i had the time i would try to move my current max rig to motionbuilder and try the BVH approach.

I was just providing an overview of how things are done over here. :) Hence:

The ideal way to go

Animations are a very delicate area, and a very undocumented area for that matter to begin with.

If you want to stay clear of any commercial tools, I suggest you give OFPAnim in conjunction with Solus' SLX OFP2 skeleton a go. It's been proven to export working animations into the current engine. It just involves a lot of fiddling around and trying out first.

than static Animation that can be replicate in one single tool Like O2 or Ofp anim lol :)

You're on. Let me see your result of 5min of hand-keyframing a static animation in O2. ;)

Trust me - Been there, done that.

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Sending a rig to motionbuilder is pretty simple, just use send to function while both applications are open.

That goes only for later builds (2011-2013). And you don't need the apps to be running to send files between them. You need if you want them kept in synk (max/maya -> mudbox). /offtopic

It preserves bone hierarchy and controls as long as bones are actual bone objects created in max instead of editable_meshes with bone on flag.

As it should be. I know it works for bipeds and bones. I have yet to try it with CAT though.

Hope to see a sample max rig for max with ArmA 3!

Doubt BI will provide it.

---------- Post added at 00:11 ---------- Previous post was at 23:57 ----------

I was just providing an overview of how things are done over here. :)

that's a bit evil on your part. ;)

Animations are a very delicate area, and a very undocumented area for that matter to begin with.

Indeed they are. Unfortunately though. Animating a character is delicate for most begginers, moreso if you don't have proper documentation for a particular engine. It shows in the amount of existing custom anims.

If you want to stay clear of any commercial tools, I suggest you give OFPAnim in conjunction with Solus' SLX OFP2 skeleton a go. It's been proven to export working animations into the current engine. It just involves a lot of fiddling around and trying out first.

Oh, i don't want to stay clear of any commercial tools. My annual checks towards autodesk and 3rd party plugs are proof of that.

Please tell me what commercial plug in we are talking about here, be cause i was under the assumption it was FbxToRtm available for VBS2 customers. If i was wrong about it and the tool is a different one and is available for purchase please do let me know.

You still haven't replied to my question (undocumented), regarding bianm file type. Care to give some info on it if allowed please?

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The talk about OFP anim was directed at Thromp and the general topic/people who don't have the annual check towards autodesk. ;)

Please tell me what commercial plug in we are talking about here

There must be a miscommunication about (commercial) plugins:

The fbx2rtm is completely inhouse (to my knowledge :o) and would be available with the VBS2 Content SDK. Hence my hints towards using Arma 1 skeleton.

This tool is in my opinion the only real chance at getting bvh -> fbx -> rtm.

Rumor has it the VBS2 Content SDK also comes with an fbx -> p3d and .p3d ->fbx converter. Maybe that might be something nice.

Edit:

Regarding .bianm: That extension is a temporary format to help create a link between Maya and Oxygen.

Edited by Mondkalb

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The fbx2rtm is completely inhouse

Not required by community because we can just do keyframe > 3ds to o2 import all frames > export.rtm

More complicated workflow and expensive and i guess more use blender .fbx > student max> 3ds > o2 > .rtm lol

If you want to stay clear of any commercial tools, I suggest you give OFPAnim in conjunction with Solus' SLX OFP2 skeleton a go. It's been proven to export working animations into the current engine. It just involves a lot of fiddling around and trying out first.

Thats how i do my anims ( hobby fun stuff with buildings and people ).

i have just made an anim took me five mins using copy.sel to frame , this is good in OFP anim for repaetaing and when mirror applied anims take Minutes.

However like you say it took me two hours to set my .lpv using the model.cfg from example model by BIS.

You're on. Let me see your result of 5min of hand-keyframing a static animation in O2.

Trust me - Been there, done that.

ill make video shot ;) .

1qDYVyqGgdc

Edited by Thromp

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