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How to export animation using fbx?

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I'm trying to do some new cargopositions for my vehicle, but atm i have 2 problems:

If i use it as gunnerAction = "myanim"; on my tank it isn't loaded, instead the gunner uses a standard handweapon animation - i guess it's something with my cfgmoves.

To test if the rtm is at least correct i applied it to a weapon as handanim. This is what i get in that case

2014-06-13_00003bxbuh.jpg

I still dont know if the rtm is faulty, or if it's just an incorrect use of the rtm.

My process of exporting from max to O2:

Make Animation in Max, Export as FBX

Import in O2, reconfigured frames (-0.500000 for ragdoll pose, 0.000000 and 1.00000 for my static animation). Set Autotime 1, Export Matrices

If i open the Sample Soldier and import my animation with "from matrices" it shows correctly in O2.

So anyone got a clue if something is wrong with my rtm, and what it could be? What is the easiest way to view animations ingame?

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Hello.

I think you need to put a character model.cfg in folder where is your animation rtm file.

The model.cfg is provided in BIS Sample Character for ArmA3.

Did you make animation in max on BIS Skeleton that is provided in Character Sample, or you using some other skeleton?

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I used Kiory's Character Rig from his Animation Workflow Tutorial, not sure what he used as base, but i'm sure it is correct

I had to add the 4th bone of all fingers though. I imported and overlaid the BIS skeleton and it matched

I didn't know that i need a model.cfg in the same folder. Does it have to contain the rtm name as class in some way?

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Ok cool, that worked. thanks.

Now i just have to figure out why the dude doesnt have a head when used on the vehicle :D But i guess this could be a skeleton issue

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I'm trying to do some new cargopositions for my vehicle, but atm i have 2 problems:

If i use it as gunnerAction = "myanim"; on my tank it isn't loaded, instead the gunner uses a standard handweapon animation - i guess it's something with my cfgmoves.

To test if the rtm is at least correct i applied it to a weapon as handanim. This is what i get in that case

http://abload.de/thumb/2014-06-13_00003bxbuh.jpg

I still dont know if the rtm is faulty, or if it's just an incorrect use of the rtm.

My process of exporting from max to O2:

Make Animation in Max, Export as FBX

Import in O2, reconfigured frames (-0.500000 for ragdoll pose, 0.000000 and 1.00000 for my static animation). Set Autotime 1, Export Matrices

If i open the Sample Soldier and import my animation with "from matrices" it shows correctly in O2.

So anyone got a clue if something is wrong with my rtm, and what it could be? What is the easiest way to view animations ingame?

Arghhh, after long time I just menage to import my animation from fbx to o2, with all bones work, included fingers that are not exported.

but now i get same problem as you here with hands, animation work very well in o2, tested on bi male sample, but in game that happend.

animation in o2

dasdsa.jpg

so, what again can be problem?

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Standby lads, I'm gonna send you a present.

:edit:

https://www.dropbox.com/s/3jldxetx7a01hqc/a3%20Rig.rar most up to date rig with 2010,11,12 and 13 support, this will fix all of your issues. Not a flawless rig by any stretch, but it works flawlessly in that however you see the guy positioned in max, is how he'll appear in game.

Edited by Kiory

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same problem.

it is sad what the fuck we must to do make an simple static animation for this crappy engine.

we must use retarded o2.

what i do:

1. make animation in max

2. export as .fbx

3. open o2, import .fbx, fps 30, hips, scale 0.001

4. set auto time 1

5. testing animation in o2, work well on bi skeleton

6. export matrices, animname.rtm to weapon folder

7. coping model.cfg to anim folder

8. pack with addon builder

9. starting game.

10. puting soldier on map.

11. animation dont work.

12. pissed off.

13. back to step 1.

Edited by mladjaSRB

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Standby lads, I'm gonna send you a present.

:edit:

https://www.dropbox.com/s/3jldxetx7a01hqc/a3%20Rig.rar most up to date rig with 2010,11,12 and 13 support, this will fix all of your issues. Not a flawless rig by any stretch, but it works flawlessly in that however you see the guy positioned in max, is how he'll appear in game.

one question though is the body mesh supposed to deform with the skeleton? great job on the rigging!!

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Yea it's supposed to deform, I added that so I could get a decent visual representation on what it'll look like ingame, it's not perfect but serves it's purpose.

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same problem.

In that rig ("a3 rig.max", havent tested the others) the tip of the finger is named just with a number (3, 7, etc). Try rename them to "RightHandIndex4" , "RightHandMiddle4", etc. Dont forget the tip of the toes as well.

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After some latest patches, ArmA2 hand animations from samples dont work anymore in A3. Got same hands problem as before.

Anyone else have this problem or I do something wrong?

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I'm having the same issue. Following the steps from previous guides and using the arma 2 skeleton model the hands are all messed up ingame. I used this same method to do the hand animations for the MK18 pack for A3 and it worked previously, and those animations still work, but now it doesn't work with new animations I'm trying to make. I wonder if it has to do with binarizing with the new addon maker.

Edited by ardvarkdb

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I also think the problem is in new addon maker or in object builder.

I am not sure how other get all animations to work, I even use skeletons they are uploaded here for community but still have problems.

If you solve problem, please tell me.

Thanks.

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Hmm, just packed some animations with old BIS Tool, BinPBO and seems animations work without problem.

Look like new Addon Builder cause problems with packing/binarizing animations.

Can developers please check that problem.

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HI everybody,

Same trouble as you but it not seems to be related with binary because I've the same issue when importing my RTM onto the BIS A3 model in Object Bluider.

Here is a short video that is showing a good working animation on bis skeleton and weird issue on BIS model :

I'm missing something but what??

I someone have the solution, it could be wonderful!!

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My animation work very well in O2, but in game not.

Did you used BIS A3 Skeleton from samples for 3d max (A3_character_example.fbx) ?

If yes, I think I can help you to solve that problem.

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My animation work very well in O2, but in game not.

Did you used BIS A3 Skeleton from samples for 3d max (A3_character_example.fbx) ?

If yes, I think I can help you to solve that problem.

I'm using bank_something.fbx model available into the fbx2rtm folder of arma 3 tools but it is maybe the same problem as you. What is your solution?

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Hmm, I didnt use that skeleton for making animation, so i dont know exactly what can be problem.

I used A3_character_example.fbx (Samples_F\Test_Character_01 folder). On this skeleton the problem is that the some bones like LeftHandIndex4, RightHandIndex4 are not properly added to Skin of character.

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Hi mladja,

Thanks for your help. I stopped about using Bis sample for now because too buggy for me...

I'm using Toadie's skeleton (http://forums.bistudio.com/showthread.php?172850-Toadie-s-SmallArms-and-Animations-for-Arma3) and now my animation is working BUT as you said not for the hands because some bones are missing during FBX import into object builder (weapon and launcher are not present too)... I could maybe find a way to rename manually the bones, but I don't want to commit a suicide :)

I'm going crazy with all these issues... I'm wondering how BIS made so much animations...

I is very frustrating because there is a lot of interesting tools and samples into the A3tools system, but a lot are unusable... Even the P drive that makes me mad after each reboot!

I think I will forgive my bolt animation... I'm really really frustated

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Hi, to fix your skeleton not completely, or atleast properly importing, I say I found a work around, in 3ds max, convert your bones to an editable poly/mesh and then export, apparently, there's some bug when trying with bones, this trick works fine for me.

But I recently came in contact with Kiory's great rig which seems to be amazing and very error free. However, I can't seem to import the rig into arma without it messing up and the torso is literally inside the hips for some reason, other than that, everything seems to work just fine! In the BIS character, everything is fine, so I imagine it happens when you binarize the rtm. Help would be greatly appreciated!

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