MrPolka 2 Posted December 28, 2020 Would there be a way to insert a 2nd dummy character potentially? It would make making animations with 2 characters interacting so much easier! I do remember seeing a thread or a post with something similar in the past, but I don't seem able to find it again. Share this post Link to post Share on other sites
HorribleGoat 1473 Posted December 28, 2020 13 minutes ago, MrPolka said: Would there be a way to insert a 2nd dummy character potentially? It would make making animations with 2 characters interacting so much easier! I do remember seeing a thread or a post with something similar in the past, but I don't seem able to find it again. you can just duplicate the existing object and armature.. Share this post Link to post Share on other sites
MrPolka 2 Posted December 28, 2020 My efforts to duplicate the dummy have failed, the other dummy cannot be modified in any way. Probably doing something wrong, is there a proper way to do it? Share this post Link to post Share on other sites
Macser 776 Posted January 1, 2021 Well, you'd have to retarget some of the constraints too. Even if you'd duplicated objects. Which you can't by default. But selection can be switched on and off from the outliner. Look for the arrow icon beside the object in question. In the meantime, this is a temporary blend file. Be careful though. Another character will make things more awkward. http://www.filedropper.com/armarigv63dual Share this post Link to post Share on other sites
ruff 102 Posted February 3, 2021 I use a plug-in to import toadies unbinned rtms. However when it imports it breaks the hand red icon which moves the hands. Is there a fix for this or a way to connect it to the armarig again? Share this post Link to post Share on other sites
ruff 102 Posted February 3, 2021 I use an edited armarig for weapon animations that was made by a YouTube guy. Link for the file is below if anyone is interested. Makes hand weapon animations easier but would like import the ones I made using object builder into this one and edit them. https://mega.nz/file/axQhgQ4b#n8_FwA4uPDduEc_L84GBTfPusRBPgN1fVLOEd5xFtOY Share this post Link to post Share on other sites
Macser 776 Posted February 3, 2021 If you mean the script on github, I'm familiar with it. It works fine, but it can't deal with Inverse kinematics. Which is presumably why the constraints are disabled by default on import. If you don't, you get quite a mess. Because the Ik targets have no key frames within the rtms to drive them. So nothing is "broken". It's behaving as expected. It's not a simple process to build the rig to accommodate rtm import and retain IK functionality. Although it's possible. Share this post Link to post Share on other sites
ruff 102 Posted February 10, 2021 But for example it still works to a certain degree cause the weapon stance and arms are still being utilised and it’s just the fingers and hands are just everywhere. Is there away once you import the rtm to edit the key frame. These are just weapon hand animations where the hand and fingers hold the gun. Share this post Link to post Share on other sites
ruff 102 Posted February 10, 2021 I’m a noob at this stuff so just trying to see if there’s a work around. If not all good. Thanks the for response! Share this post Link to post Share on other sites
brutalzic 0 Posted February 15, 2021 hello, How to correct the binding and inversion of the weapon XYZ axis. In blender everything is correct but for export, the axis of the weapon is reversed. In blender:https://gyazo.com/3974e685ee98a0bef0ce5fa254a9886b In OB :https://gyazo.com/d12ab633b309cfeddc15f7fbb529f603 Share this post Link to post Share on other sites
Macser 776 Posted February 15, 2021 I'm not sure. What method are you using to export? BVH? Or the arma toolbox? Secondly, I don't recognise that rig. Maybe it's the modified one Ruff posted above? @ruff It'll work where ever a bone in the rtm matches a bone in the armature. But not the ik targets (red triangles in this case). You could try snapping the ik target to the hand bone after import. Share this post Link to post Share on other sites
HorribleGoat 1473 Posted February 16, 2021 I dont think your weapon bone is the right way around @brutalzic Share this post Link to post Share on other sites
brutalzic 0 Posted February 17, 2021 thanks for the answers @Macser and @HorribleGoat ... I using BVH and arma toolbox but same problem ... for version, it's old armarig, i have multiple versions. finally, I did everything again with armarig 6.3 :https://gyazo.com/19fdb8bd76658258eafb138192f39888 with arma toolbox I can create RTM but ingame :https://gyazo.com/e05b3890dc5d832d1b61d15018300efc with BVH = https://gyazo.com/66fe8399003691ffeedb656fb8d55b70 Right now I'm looking for my mistake , animations are not my domain! Share this post Link to post Share on other sites
brutalzic 0 Posted February 17, 2021 I found some error in my CfgGesturesMale config! Now everything is working.https://gyazo.com/20627eea40d3ee97639071293b31e1a9 Thanks for all !! I can correct and finish my model 😄 Share this post Link to post Share on other sites
ruff 102 Posted February 18, 2021 How do you snap it back? Share this post Link to post Share on other sites
ruff 102 Posted February 18, 2021 On 2/16/2021 at 3:48 AM, Macser said: I'm not sure. What method are you using to export? BVH? Or the arma toolbox? Secondly, I don't recognise that rig. Maybe it's the modified one Ruff posted above? @ruff It'll work where ever a bone in the rtm matches a bone in the armature. But not the ik targets (red triangles in this case). You could try snapping the ik target to the hand bone after import. How do you snap it back Share this post Link to post Share on other sites
Macser 776 Posted February 18, 2021 It's not exactly ideal. And would mean messing about with some of the other bones in the chain. If you select the hand bone and hit Shift-S "cursor to selected", that should give you a good location. Then select the ik target, for the hand, and hit Shift-S again. This time choose "Selection to cursor". After that reactivate the ik constraint if it was inactive. Share this post Link to post Share on other sites
MrPolka 2 Posted March 25, 2021 Is there a way to be able to smoothly move the fingers without turning them into abominations? 😂 Share this post Link to post Share on other sites
Macser 776 Posted April 2, 2021 Sorry I haven't replied sooner. I haven't experienced any problems while moving the fingers. Could you cite an example of what you mean? Share this post Link to post Share on other sites
Get Trippy 12 Posted May 31, 2021 We need new link since armaholic is down now Share this post Link to post Share on other sites
Macser 776 Posted June 3, 2021 The first page has been updated with a couple of links. Share this post Link to post Share on other sites
Macser 776 Posted June 17, 2021 The first page has been updated with some new information. Links have been refreshed and one addition has been made. Share this post Link to post Share on other sites
MrPolka 2 Posted October 6, 2021 There used to be a video around explaining how to change wepaon proxy for the rig? Is that video still around, I can't seem to be able to find it 😞 Edit: Found it! Share this post Link to post Share on other sites
MogarBobac 1 Posted December 29, 2021 I have a new/old question. I'm trying to make a starship trooper bug who's legs actually work. They use IK to move. Do you know anything about setting up a custom skeleton? or know of anyone who might know? Also you look like the kinda guy who knows how to actually import stuff into arma3. Share this post Link to post Share on other sites