warlord554 2065 Posted January 8, 2014 Great job yet again! Thanks for your continued community work buddy Share this post Link to post Share on other sites
malakdecaen 3 Posted January 9, 2014 thanks a lot for your work ;) Share this post Link to post Share on other sites
HJohnson 16 Posted January 9, 2014 Currently testing animations with ArmaRig and this, will get back to you with the results! Share this post Link to post Share on other sites
Alwarren 2767 Posted January 10, 2014 Currently testing animations with ArmaRig and this, will get back to you with the results! I managed to make hand poses and reload anim for my ACR with the exporter :) Share this post Link to post Share on other sites
HJohnson 16 Posted January 10, 2014 Yeah, this rig is infinitely faster than the other one. But one thing still remains, will be be adding the ability to make model.cfg animations from keyframes in blender? For weapons, if we could convert animations to the matricies in a model.cfg we could finally have complex animations. Share this post Link to post Share on other sites
Alwarren 2767 Posted January 10, 2014 Yeah, this rig is infinitely faster than the other one.But one thing still remains, will be be adding the ability to make model.cfg animations from keyframes in blender? For weapons, if we could convert animations to the matricies in a model.cfg we could finally have complex animations. I definitely want to, but I have no idea when I will get around to this. I'm going to change the RTM export to optionally use a bone to calculate the RTM motion vector still, then I'll have to see, probably going to continue with CUP work and my Remington pack - now I can finally use Blender for the reload animation :) Sent from my LIFETAB_E10312 using Tapatalk Share this post Link to post Share on other sites
Macser 776 Posted January 10, 2014 (edited) A quick note about ArmaRig and direct RTM export: If anyone feels comfortable working with armatures,you can delete bones marked with @Link_.They aren't necessary for Al's RTM component.They are specific to BVH export. Edited January 10, 2014 by Maczer Share this post Link to post Share on other sites
HJohnson 16 Posted January 10, 2014 Yeah, this is much MUCH better. Share this post Link to post Share on other sites
PuFu 4600 Posted January 11, 2014 nice one johnson :) Share this post Link to post Share on other sites
Alwarren 2767 Posted January 11, 2014 Yeah, this is much MUCH better. Sweet. Too bad the magazine anims cannot be RTM'ed as well. Share this post Link to post Share on other sites
Macser 776 Posted January 11, 2014 Nice job HJ. Deano didn't do too bad,considering he hasn't had much experience with Blender. :) Share this post Link to post Share on other sites
Alwarren 2767 Posted January 11, 2014 Looks like faces that share the exact same verts as other faces are getting lost. Fixed. Next update will contain the fix for this, but I am working on one more thing before I release it. Share this post Link to post Share on other sites
Heinrich Kramer 172 Posted January 11, 2014 i found another bug if you assign weights to a model, it doesn't get exported. it creates en Empty p3d instead. interestingly, when you import a model that is weighted, you can export it. but not if the weights are applied in Blender via the weight tools. Share this post Link to post Share on other sites
Macser 776 Posted January 11, 2014 I can confirm that.But it's not consistent behaviour.And I have seen this happen before. So I don't think it's a "fault" in the toolbox. Until Al replies,you can parent the mesh to the armature using empty groups,then paint the weights as you would normally.As opposed to using automatic weighting.Then try exporting again. Share this post Link to post Share on other sites
Alwarren 2767 Posted January 11, 2014 i found another bugif you assign weights to a model, it doesn't get exported. it creates en Empty p3d instead. interestingly, when you import a model that is weighted, you can export it. but not if the weights are applied in Blender via the weight tools. Can you give me exact steps to reproduce this? By weights, do you mean mass on the Geometry LOD? Or weights assigned via weight paint/Vertex grroups? Share this post Link to post Share on other sites
Heinrich Kramer 172 Posted January 11, 2014 Weight assigned via weights paint. to reproduce i just took a cube, subidivided it a few times, weight-painted it, exported and after the weight painting, the created p3d was empty. you can create a second cube, make both arma objects, the second one without weight painting will get exported the same applies to weighttransfer like for example from BIs arma3skeleton to an uniform. Also, the console doesn't show any errors. MfG SYSTEM Share this post Link to post Share on other sites
Macser 776 Posted January 11, 2014 I tried a simple cube primitive too.Parented it with an armature,and it exported just fine. Although I did have a couple of more complex meshes that weren't exporting after applying automatic weights. Parenting with empty groups or appending the model into a fresh scene sorted those out. Share this post Link to post Share on other sites
Alwarren 2767 Posted January 11, 2014 Thanks guys... need to take a look at it myself to see what is happening. Share this post Link to post Share on other sites
HJohnson 16 Posted January 11, 2014 Time for a new challenge then. Prone animations and figuring out how the IK masks works in Arma. Share this post Link to post Share on other sites
superfluid 10 Posted January 24, 2014 (edited) Hello and thanks for the amazing framework to facilitate creation of Arma assets with Blender. As someone who can already work within Blender, it's a huge game changer. :) I should mention I'm a beginner to modeling for Arma in general. I'm excited to get this working and start cranking out some awesome stuff. However... I'm having some issues however with my model... I'm attempting to create a building. There are two objects on two different layers. The first layer contains the "Custom" LOD object. The second layer contains my "Geometry" LOD. The Geometry LOD has two "Components" (Component01 and Component02) vertex groups which belong to the Geometry LOD. My issues are as follows: I export and create pbo: - By default, when I spawn the object, I don't immediately see anything. By accident I noticed if I open and close the map I can *barely* see my object flicker for a split second. - There doesn't appear to be any collision, as if my Geometry LOD wasn't working. - If I delete the two vertex groups (Component01 and Component02) on the Geometry LOD0, my object *is* visible (and on the plus side the UV mapping seems to have worked *yay!*), however, still no collision. - Fire geometry seems to be having *some* effect, if I use my Geometry LOD as Fire Geometry instead I can see the bullets impacting more or less where they ought to be, and leaving bullet impact decals on the surface. So, I'm stumped at the moment, nothing I can do can allow me to collide with my mesh :S I'm using Blender 2.6.9 and Arma Toolkit 1.1. My files can be found at http://arma.quartermoa.com/mods/%40Building0.zip Edited January 24, 2014 by superfluid Share this post Link to post Share on other sites
Alwarren 2767 Posted January 24, 2014 I'll have a look, but please be aware that I have no clue about buildings and can only help if there is a bug in the toolbox. Other than that, I can't say anything. Share this post Link to post Share on other sites
surpher 1 Posted January 24, 2014 @superfluid - You have an empty view LOD(0.000) being created on export, not too sure why, just delete it in O2. Share this post Link to post Share on other sites
Alwarren 2767 Posted January 24, 2014 @superfluid - You have an empty view LOD(0.000) being created on export, not too sure why, just delete it in O2. Indeed. I don't get that when I export the file, but it is the reason for the object's invisibility. Share this post Link to post Share on other sites
superfluid 10 Posted January 24, 2014 (edited) Thanks guys, I really appreciate your having a look. I feel like I'm really close to getting this working. After posting I redid some things. As you mentioned, the p3d file I uploaded did contain a 0.000 LOD. Not sure how that happened (likely I'd cocked something up during setup). I just checked again and it's no longer being exported (which is good). I went through and double checked again, now I can see my model but I can still pass through what ought to be Geometry. Anyways, I started from scratch with the latest Arma Toolbox, attempting to model a simple cube with a very simple config. Same idea, two objects, one is Custom LOD (1) and the other is the Geometry LOD (with a single Component01). Double checked in oxygen that I do in fact only have the two LODs I should have. I can get the cube into the game alright and it does render, however I still end up being able to clip through it. :( I feel like I must be missing something obvious here, but I'm not sure what it might be. I shouldn't need to add anything to the config.cpp to enable collision to take effect, should I? class CfgPatches { class Crate { units[] = {Crate}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; class Crate: TargetGrenade { model="\building0\cube"; armor=20000; scope=2; displayName="My lovely crate"; } } I was perusing the .bitxt and it all looks sane, so I'm not sure what else might be missing, does anything look glaring here? BITXT: http://arma.quartermoa.com/mods/cube.p3d.bitxt Clipping: http://arma.quartermoa.com/mods/clip.png Cheers! Edited January 24, 2014 by superfluid Share this post Link to post Share on other sites
surpher 1 Posted January 24, 2014 Are you giving your geo lod mass? Here is a simple concrete block I did a while ago. https://www.dropbox.com/s/cvh4l5e321pobk6/surph_a3_structures.zip Share this post Link to post Share on other sites