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DerBiwi

How2: A handanimation for my Weapons

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Heydee Hoo Folks,

Now, after all Animations issues were terminated:cool:, I want wo begin with the handanims for my different weapons.

The Problem is, I dont know how to do this.

I've heard, that the creating of Animations is also possible with Object Builder only.

Could someone explain me, how to create an Staticanimation for my Guns?

Would be nice...

Greets, Biwi

Edited by DerBiwi

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Give zachgibson22 on these forums a shout. He has a full tutorial on hand anims, step by step.

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After I've created the Animationfile and get them into ArmA3, I got this:

http://steamcommunity.com/sharedfiles/filedetails/?id=247724922

After I got an Message of zach, I added the "weapon" selection of his source file into my Skeletonmodell:

http://www7.pic-upload.de/10.04.14/ncgu5y52z9we.png (263 kB)

So I dont really understand, how this could happen. If I let the Proxys of the weapons in the model, I cannot export the .rtm File and OB crashes.

Anyone have an Idea?

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Had same problem and i was fighting with it for about 2 weeks...damn...but lets try help ya:

- Did you binarize your .rtm ? ,

- How do you export your rtm? Tell us step by step.

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1. How can I binarize them?

2. I right clicked on the key frames window and clicked "export Martices". Then i got the .rtm file, like described in Zach's Tutorial...

Thats all I made.

Edited by DerBiwi

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So u have to now make model.cfg for it with proper skeleon and binarize it with bitools.

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So, how has the mdoel.cfg look like? Like the OFPMan Skeleton one?

And which tool I can use to binarize a single data? The Addon Builder doesnt work, only for files :(

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Ok buddy here is a file pack that contains zachs step by step tutorial, along with both sample edit files, sample rtm and bis skeleton. Follow his tut to the letter and you will do just fine :)

http://www.mediafire.com/?zlvp7963zfcpckj

Wut I do is open his skeleton, import his rtm, merge my weapon as a selection, put the weapon where u want it and get your hand anim how you want, delete my weapon and export as rtm, works everytime

Edited by WarLord554

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Hey DerBiwi, go ahead an add me on steam zachgibson222, and I can walk you through it.

You mayyy or may no have to restart just to make sure you have all the parts. Also the only model.cfg you currently need is the one containing the OFP2 skeleton. the other model.cfg is just for the animation of the gun itself

This is the full code for the model CFG and should be in the same folder as your RTM file.

class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class OFP2_ManSkeleton
{
	isDiscrete = 0;
	skeletonInherit = "";
	skeletonBones[] =
	{
		"Pelvis","",
		"Spine","Pelvis",
		"Spine1","Spine",
		"Spine2","Spine1",
		"Spine3","Spine2",
		"Camera","Pelvis",
		"weapon","Spine1",
		"launcher","Spine1",
	//Head skeleton in hierarchy
		"neck","Spine3",
		"neck1","neck",
		"head","neck1",
	//New facial features
		"Face_Hub","head",
			"Face_Jawbone","Face_Hub",
				"Face_Jowl","Face_Jawbone",
				"Face_chopRight","Face_Jawbone",
				"Face_chopLeft","Face_Jawbone",
				"Face_LipLowerMiddle","Face_Jawbone",
				"Face_LipLowerLeft","Face_Jawbone",
				"Face_LipLowerRight","Face_Jawbone",
				"Face_Chin","Face_Jawbone",
				"Face_Tongue","Face_Jawbone",
			"Face_CornerRight","Face_Hub",
				"Face_CheekSideRight","Face_CornerRight",
			"Face_CornerLeft","Face_Hub",
				"Face_CheekSideLeft","Face_CornerLeft",
			"Face_CheekFrontRight","Face_Hub",
			"Face_CheekFrontLeft","Face_Hub",
			"Face_CheekUpperRight","Face_Hub",
			"Face_CheekUpperLeft","Face_Hub",
			"Face_LipUpperMiddle","Face_Hub",
			"Face_LipUpperRight","Face_Hub",
			"Face_LipUpperLeft","Face_Hub",
			"Face_NostrilRight","Face_Hub",
			"Face_NostrilLeft","Face_Hub",
			"Face_Forehead","Face_Hub",
				"Face_BrowFrontRight","Face_Forehead",
				"Face_BrowFrontLeft","Face_Forehead",
				"Face_BrowMiddle","Face_Forehead",
				"Face_BrowSideRight","Face_Forehead",
				"Face_BrowSideLeft","Face_Forehead",
			"Face_Eyelids","Face_Hub",
			"Face_EyelidUpperRight","Face_Hub",
			"Face_EyelidUpperLeft","Face_Hub",
			"Face_EyelidLowerRight","Face_Hub",
			"Face_EyelidLowerLeft","Face_Hub",
			"EyeLeft","Face_Hub",
			"EyeRight","Face_Hub",			
	//Left upper side
		"LeftShoulder","Spine3",
		"LeftArm","LeftShoulder",
		"LeftArmRoll","LeftArm",
		"LeftForeArm","LeftArmRoll",
		"LeftForeArmRoll","LeftForeArm",
		"LeftHand","LeftForeArmRoll",
		"LeftHandRing","LeftHand",
		"LeftHandRing1","LeftHandRing",
		"LeftHandRing2","LeftHandRing1",
		"LeftHandRing3","LeftHandRing2",
		"LeftHandPinky1","LeftHandRing",
		"LeftHandPinky2","LeftHandPinky1",
		"LeftHandPinky3","LeftHandPinky2",
		"LeftHandMiddle1","LeftHand",
		"LeftHandMiddle2","LeftHandMiddle1",
		"LeftHandMiddle3","LeftHandMiddle2",
		"LeftHandIndex1","LeftHand",
		"LeftHandIndex2","LeftHandIndex1",
		"LeftHandIndex3","LeftHandIndex2",
		"LeftHandThumb1","LeftHand",
		"LeftHandThumb2","LeftHandThumb1",
		"LeftHandThumb3","LeftHandThumb2",
	//Right upper side
		"RightShoulder","Spine3",
		"RightArm","RightShoulder",
		"RightArmRoll","RightArm",
		"RightForeArm","RightArmRoll",
		"RightForeArmRoll","RightForeArm",
		"RightHand","RightForeArmRoll",
		"RightHandRing","RightHand",
		"RightHandRing1","RightHandRing",
		"RightHandRing2","RightHandRing1",
		"RightHandRing3","RightHandRing2",
		"RightHandPinky1","RightHandRing",
		"RightHandPinky2","RightHandPinky1",
		"RightHandPinky3","RightHandPinky2",
		"RightHandMiddle1","RightHand",
		"RightHandMiddle2","RightHandMiddle1",
		"RightHandMiddle3","RightHandMiddle2",
		"RightHandIndex1","RightHand",
		"RightHandIndex2","RightHandIndex1",
		"RightHandIndex3","RightHandIndex2",
		"RightHandThumb1","RightHand",
		"RightHandThumb2","RightHandThumb1",
		"RightHandThumb3","RightHandThumb2",
	//Left lower side
		"LeftUpLeg","Pelvis",
		"LeftUpLegRoll","LeftUpLeg",
		"LeftLeg","LeftUpLegRoll",
		"LeftLegRoll","LeftLeg",
		"LeftFoot","LeftLegRoll",
		"LeftToeBase","LeftFoot",
	//Right lower side
		"RightUpLeg","Pelvis",
		"RightUpLegRoll","RightUpLeg",
		"RightLeg","RightUpLegRoll",
		"RightLegRoll","RightLeg",
		"RightFoot","RightLegRoll",
		"RightToeBase","RightFoot"
	};
	// location of pivot points (local axes) for hierarchical animation
	pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
 	};
};

class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {};
	skeletonName = "";
};
class ArmaMan : Default
{
	htMin = 60;          // Minimum half-cooling time (in seconds)
	htMax = 1800;        // Maximum half-cooling time (in seconds)
	afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
	mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
	mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
	tBody = 37;  // Metabolism temperature of the model (in celsius)

	sections[] =
	{
		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
		"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
	};
	skeletonName = "OFP2_ManSkeleton";
};
};

Make sure all proxies are deleted in O2 as well as there selections. I do this by deleting the proxy "triangle" visually int he viewer. then i go to my selections, right click in the box then "delete empty"

Lastly make sure the weapon bone is in the correct spot for both animation frames "0.00000" AND "1.00000", Then right click export from matricies and save the file.

Also thanks to the people linking me :D Makes me feel useful.

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Thanks alot for the help. Tonight I can tell you, either this was successful.

See you later

EDIT: So what is confusing me, is the fact, that in the sample animation of Zach all two proxoes are given, Weapon and Launcher.

Edited by DerBiwi

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Ok, it works. Now, I have to move the weapon corectly, but this will nit be a such a problem. Thank you guys.

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Hey guys. For some days, I cannot find out, why I have the same issue than last time again.

It looked so:

http://steamcommunity.com/id/DerBiwi/screenshot/38596151986286242

So I believe, its a binarizing error.

This is my Animation as .rtm:

http://www.file-upload.net/download-9226149/BISkeleton_lrx.rar.html

And my model.cfg:

class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class OFP2_ManSkeleton
{
	isDiscrete = 0;
	skeletonInherit = "";
	skeletonBones[] =
	{
		"Pelvis","",
		"Spine","Pelvis",
		"Spine1","Spine",
		"Spine2","Spine1",
		"Spine3","Spine2",
		"Camera","Pelvis",
		"weapon","Spine1",
		"launcher","Spine1",
		//Head skeleton in hierarchy
		"neck","Spine3",
		"neck1","neck",
		"head","neck1",
		//New facial features
		"Face_Hub","head",
		"Face_Jawbone","Face_Hub",
		"Face_Jowl","Face_Jawbone",
		"Face_chopRight","Face_Jawbone",
		"Face_chopLeft","Face_Jawbone",
		"Face_LipLowerMiddle","Face_Jawbone",
		"Face_LipLowerLeft","Face_Jawbone",
		"Face_LipLowerRight","Face_Jawbone",
		"Face_Chin","Face_Jawbone",
		"Face_Tongue","Face_Jawbone",
		"Face_CornerRight","Face_Hub",
		"Face_CheekSideRight","Face_CornerRight",
		"Face_CornerLeft","Face_Hub",
		"Face_CheekSideLeft","Face_CornerLeft",
		"Face_CheekFrontRight","Face_Hub",
		"Face_CheekFrontLeft","Face_Hub",
		"Face_CheekUpperRight","Face_Hub",
		"Face_CheekUpperLeft","Face_Hub",
		"Face_LipUpperMiddle","Face_Hub",
		"Face_LipUpperRight","Face_Hub",
		"Face_LipUpperLeft","Face_Hub",
		"Face_NostrilRight","Face_Hub",
		"Face_NostrilLeft","Face_Hub",
		"Face_Forehead","Face_Hub",
		"Face_BrowFrontRight","Face_Forehead",
		"Face_BrowFrontLeft","Face_Forehead",
		"Face_BrowMiddle","Face_Forehead",
		"Face_BrowSideRight","Face_Forehead",
		"Face_BrowSideLeft","Face_Forehead",
		"Face_Eyelids","Face_Hub",
		"Face_EyelidUpperRight","Face_Hub",
		"Face_EyelidUpperLeft","Face_Hub",
		"Face_EyelidLowerRight","Face_Hub",
		"Face_EyelidLowerLeft","Face_Hub",
		"EyeLeft","Face_Hub",
		"EyeRight","Face_Hub",			
		//Left upper side
		"LeftShoulder","Spine3",
		"LeftArm","LeftShoulder",
		"LeftArmRoll","LeftArm",
		"LeftForeArm","LeftArmRoll",
		"LeftForeArmRoll","LeftForeArm",
		"LeftHand","LeftForeArmRoll",
		"LeftHandRing","LeftHand",
		"LeftHandRing1","LeftHandRing",
		"LeftHandRing2","LeftHandRing1",
		"LeftHandRing3","LeftHandRing2",
		"LeftHandPinky1","LeftHandRing",
		"LeftHandPinky2","LeftHandPinky1",
		"LeftHandPinky3","LeftHandPinky2",
		"LeftHandMiddle1","LeftHand",
		"LeftHandMiddle2","LeftHandMiddle1",
		"LeftHandMiddle3","LeftHandMiddle2",
		"LeftHandIndex1","LeftHand",
		"LeftHandIndex2","LeftHandIndex1",
		"LeftHandIndex3","LeftHandIndex2",
		"LeftHandThumb1","LeftHand",
		"LeftHandThumb2","LeftHandThumb1",
		"LeftHandThumb3","LeftHandThumb2",
		//Right upper side
		"RightShoulder","Spine3",
		"RightArm","RightShoulder",
		"RightArmRoll","RightArm",
		"RightForeArm","RightArmRoll",
		"RightForeArmRoll","RightForeArm",
		"RightHand","RightForeArmRoll",
		"RightHandRing","RightHand",
		"RightHandRing1","RightHandRing",
		"RightHandRing2","RightHandRing1",
		"RightHandRing3","RightHandRing2",
		"RightHandPinky1","RightHandRing",
		"RightHandPinky2","RightHandPinky1",
		"RightHandPinky3","RightHandPinky2",
		"RightHandMiddle1","RightHand",
		"RightHandMiddle2","RightHandMiddle1",
		"RightHandMiddle3","RightHandMiddle2",
		"RightHandIndex1","RightHand",
		"RightHandIndex2","RightHandIndex1",
		"RightHandIndex3","RightHandIndex2",
		"RightHandThumb1","RightHand",
		"RightHandThumb2","RightHandThumb1",
		"RightHandThumb3","RightHandThumb2",
		//Left lower side
		"LeftUpLeg","Pelvis",
		"LeftUpLegRoll","LeftUpLeg",
		"LeftLeg","LeftUpLegRoll",
		"LeftLegRoll","LeftLeg",
		"LeftFoot","LeftLegRoll",
		"LeftToeBase","LeftFoot",
		//Right lower side
		"RightUpLeg","Pelvis",
		"RightUpLegRoll","RightUpLeg",
		"RightLeg","RightUpLegRoll",
		"RightLegRoll","RightLeg",
		"RightFoot","RightLegRoll",
		"RightToeBase","RightFoot"
	};
	// location of pivot points (local axes) for hierarchical animation
	pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
};

class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {};
	skeletonName = "";
};
class ArmaMan : Default
{
	htMin = 60;          // Minimum half-cooling time (in seconds)
	htMax = 1800;        // Maximum half-cooling time (in seconds)
	afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
	mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
	mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
	tBody = 37;  // Metabolism temperature of the model (in celsius)

	sections[] =
	{
		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
		"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
	};
	skeletonName = "OFP2_ManSkeleton";
};
class A3_headgear_example: ArmaMan{};
class A3_headgear_NVGslot: ArmaMan{};
class A3_character_example: ArmaMan{};
class A3_vest_example: ArmaMan{};
};

I dont know, What I can do to solve this problem.

Please help me...

Edited by DerBiwi

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On 4/11/2014 at 2:29 AM, zachgibson22 said:

Hey DerBiwi, go ahead an add me on steam zachgibson222, and I can walk you through it.

You mayyy or may no have to restart just to make sure you have all the parts. Also the only model.cfg you currently need is the one containing the OFP2 skeleton. the other model.cfg is just for the animation of the gun itself

This is the full code for the model CFG and should be in the same folder as your RTM file.

 


class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class OFP2_ManSkeleton
{
	isDiscrete = 0;
	skeletonInherit = "";
	skeletonBones[] =
	{
		"Pelvis","",
		"Spine","Pelvis",
		"Spine1","Spine",
		"Spine2","Spine1",
		"Spine3","Spine2",
		"Camera","Pelvis",
		"weapon","Spine1",
		"launcher","Spine1",
	//Head skeleton in hierarchy
		"neck","Spine3",
		"neck1","neck",
		"head","neck1",
	//New facial features
		"Face_Hub","head",
			"Face_Jawbone","Face_Hub",
				"Face_Jowl","Face_Jawbone",
				"Face_chopRight","Face_Jawbone",
				"Face_chopLeft","Face_Jawbone",
				"Face_LipLowerMiddle","Face_Jawbone",
				"Face_LipLowerLeft","Face_Jawbone",
				"Face_LipLowerRight","Face_Jawbone",
				"Face_Chin","Face_Jawbone",
				"Face_Tongue","Face_Jawbone",
			"Face_CornerRight","Face_Hub",
				"Face_CheekSideRight","Face_CornerRight",
			"Face_CornerLeft","Face_Hub",
				"Face_CheekSideLeft","Face_CornerLeft",
			"Face_CheekFrontRight","Face_Hub",
			"Face_CheekFrontLeft","Face_Hub",
			"Face_CheekUpperRight","Face_Hub",
			"Face_CheekUpperLeft","Face_Hub",
			"Face_LipUpperMiddle","Face_Hub",
			"Face_LipUpperRight","Face_Hub",
			"Face_LipUpperLeft","Face_Hub",
			"Face_NostrilRight","Face_Hub",
			"Face_NostrilLeft","Face_Hub",
			"Face_Forehead","Face_Hub",
				"Face_BrowFrontRight","Face_Forehead",
				"Face_BrowFrontLeft","Face_Forehead",
				"Face_BrowMiddle","Face_Forehead",
				"Face_BrowSideRight","Face_Forehead",
				"Face_BrowSideLeft","Face_Forehead",
			"Face_Eyelids","Face_Hub",
			"Face_EyelidUpperRight","Face_Hub",
			"Face_EyelidUpperLeft","Face_Hub",
			"Face_EyelidLowerRight","Face_Hub",
			"Face_EyelidLowerLeft","Face_Hub",
			"EyeLeft","Face_Hub",
			"EyeRight","Face_Hub",			
	//Left upper side
		"LeftShoulder","Spine3",
		"LeftArm","LeftShoulder",
		"LeftArmRoll","LeftArm",
		"LeftForeArm","LeftArmRoll",
		"LeftForeArmRoll","LeftForeArm",
		"LeftHand","LeftForeArmRoll",
		"LeftHandRing","LeftHand",
		"LeftHandRing1","LeftHandRing",
		"LeftHandRing2","LeftHandRing1",
		"LeftHandRing3","LeftHandRing2",
		"LeftHandPinky1","LeftHandRing",
		"LeftHandPinky2","LeftHandPinky1",
		"LeftHandPinky3","LeftHandPinky2",
		"LeftHandMiddle1","LeftHand",
		"LeftHandMiddle2","LeftHandMiddle1",
		"LeftHandMiddle3","LeftHandMiddle2",
		"LeftHandIndex1","LeftHand",
		"LeftHandIndex2","LeftHandIndex1",
		"LeftHandIndex3","LeftHandIndex2",
		"LeftHandThumb1","LeftHand",
		"LeftHandThumb2","LeftHandThumb1",
		"LeftHandThumb3","LeftHandThumb2",
	//Right upper side
		"RightShoulder","Spine3",
		"RightArm","RightShoulder",
		"RightArmRoll","RightArm",
		"RightForeArm","RightArmRoll",
		"RightForeArmRoll","RightForeArm",
		"RightHand","RightForeArmRoll",
		"RightHandRing","RightHand",
		"RightHandRing1","RightHandRing",
		"RightHandRing2","RightHandRing1",
		"RightHandRing3","RightHandRing2",
		"RightHandPinky1","RightHandRing",
		"RightHandPinky2","RightHandPinky1",
		"RightHandPinky3","RightHandPinky2",
		"RightHandMiddle1","RightHand",
		"RightHandMiddle2","RightHandMiddle1",
		"RightHandMiddle3","RightHandMiddle2",
		"RightHandIndex1","RightHand",
		"RightHandIndex2","RightHandIndex1",
		"RightHandIndex3","RightHandIndex2",
		"RightHandThumb1","RightHand",
		"RightHandThumb2","RightHandThumb1",
		"RightHandThumb3","RightHandThumb2",
	//Left lower side
		"LeftUpLeg","Pelvis",
		"LeftUpLegRoll","LeftUpLeg",
		"LeftLeg","LeftUpLegRoll",
		"LeftLegRoll","LeftLeg",
		"LeftFoot","LeftLegRoll",
		"LeftToeBase","LeftFoot",
	//Right lower side
		"RightUpLeg","Pelvis",
		"RightUpLegRoll","RightUpLeg",
		"RightLeg","RightUpLegRoll",
		"RightLegRoll","RightLeg",
		"RightFoot","RightLegRoll",
		"RightToeBase","RightFoot"
	};
	// location of pivot points (local axes) for hierarchical animation
	pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
 	};
};

class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {};
	skeletonName = "";
};
class ArmaMan : Default
{
	htMin = 60;          // Minimum half-cooling time (in seconds)
	htMax = 1800;        // Maximum half-cooling time (in seconds)
	afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
	mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
	mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
	tBody = 37;  // Metabolism temperature of the model (in celsius)

	sections[] =
	{
		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
		"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
	};
	skeletonName = "OFP2_ManSkeleton";
};
};
 

 

Make sure all proxies are deleted in O2 as well as there selections. I do this by deleting the proxy "triangle" visually int he viewer. then i go to my selections, right click in the box then "delete empty"

Lastly make sure the weapon bone is in the correct spot for both animation frames "0.00000" AND "1.00000", Then right click export from matricies and save the file.

Also thanks to the people linking me :D Makes me feel useful.

could you please help me in making this animation ?? Please . some monsters are coming out :( please help

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