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Mickyleitor

Help with custom HandAnimation

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Hello guys,

I'm stuck on make it work a simple custom handanim file!! Even if I put the sample handanim file on "Sample_F\Test_Anims\AmovPercMstpSrasWrflDnon.rtm" it didn't work!!

The animation looks like is corrupted... this is a screenshot of the issue in-game:

C98C46568814EC9BEE38F6B34D57C228D3DBD45E

The steps I follow are the following:

  • I create a new folder called Anim on "WEAPON_FOLDER\Data"
  • On Anim folder, the .rtm and model.cfg file
    The model.cfg file contains this:
    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";
    };
    };


  • Then I change the handanim[] parameter on cfgWeapon (looks like this: handAnim[] = {"OFP2_ManSkeleton", "\WEAPON_FOLDER\data\Anim\CUSTOM_HANDANIM.rtm"};)
  • Checked the binarize option on Addon builder and "*.rtm;" on list of files to copy directly

I'm sure is a small tweak but I cannot get it.

Any help is appreciated :)

EDITED: To fix this problem see the page 2

Edited by Mickyleitor

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Plenty of people are having difficulties making proper, error-free handanims for Arma 3 it seems.

I've been told on good authority that the old Arma 2 OFP2_ManSkeleton model.cfg works when making handanims for Arma 3, but the new Arma 3 one supplied with the sample models doesn't. I guess that perhaps there's an extra step needed for the new model.cfg and skeleton that we are missing.

Arma 2 model.cfg if you want to try it:

class Rotation
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};
class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class Vehicle : Default {};
class Car : Vehicle 
{
	skeletonBones[]=
	{
		"drivewheel","",

		"wheel_1_1_damper_land","",
		"wheel_1_2_damper_land","",
		"wheel_1_3_damper_land","",
		"wheel_1_4_damper_land","",

		"wheel_2_1_damper_land","",
		"wheel_2_2_damper_land","",
		"wheel_2_3_damper_land","",
		"wheel_2_4_damper_land","",

		"wheel_1_1_damper","wheel_1_1_damper_land",
		"wheel_1_2_damper","wheel_1_2_damper_land",
		"wheel_1_3_damper","wheel_1_3_damper_land",
		"wheel_1_4_damper","wheel_1_4_damper_land",

		"wheel_2_1_damper","wheel_2_1_damper_land",
		"wheel_2_2_damper","wheel_2_2_damper_land",
		"wheel_2_3_damper","wheel_2_3_damper_land",
		"wheel_2_4_damper","wheel_2_4_damper_land",

		"wheel_1_1_steering","wheel_1_1_damper",
		"wheel_1_2_steering","wheel_1_2_damper",
		"wheel_1_3_steering","wheel_1_3_damper",
		"wheel_1_4_steering","wheel_1_4_damper",

		"wheel_2_1_steering","wheel_2_1_damper",
		"wheel_2_2_steering","wheel_2_2_damper",
		"wheel_2_3_steering","wheel_2_3_damper",
		"wheel_2_4_steering","wheel_2_4_damper",

		"wheel_1_1","wheel_1_1_steering",
		"wheel_1_2","wheel_1_2_steering",
		"wheel_1_3","wheel_1_3_steering",
		"wheel_1_4","wheel_1_4_steering",

		"wheel_2_1","wheel_2_1_steering",
		"wheel_2_2","wheel_2_2_steering",
		"wheel_2_3","wheel_2_3_steering",
		"wheel_2_4","wheel_2_4_steering",

		"wheel_1_1_unhide","wheel_1_1",
		"wheel_1_2_unhide","wheel_1_2",
		"wheel_1_3_unhide","wheel_1_3",
		"wheel_1_4_unhide","wheel_1_4",

		"wheel_2_1_unhide","wheel_2_1",
		"wheel_2_2_unhide","wheel_2_2",
		"wheel_2_3_unhide","wheel_2_3",
		"wheel_2_4_unhide","wheel_2_4",

		"wheel_1_1_hide","wheel_1_1",
		"wheel_1_2_hide","wheel_1_2",
		"wheel_1_3_hide","wheel_1_3",
		"wheel_1_4_hide","wheel_1_4",

		"wheel_2_1_hide","wheel_2_1",
		"wheel_2_2_hide","wheel_2_2",
		"wheel_2_3_hide","wheel_2_3",
		"wheel_2_4_hide","wheel_2_4",

		"OtocVez","",
		"OtocHlaven","OtocVez",

		"damageHide","",
		"damageVez","OtocVez",
		"damageHlaven","OtocHlaven",

		"ukaz_rychlo","",
		"ukaz_rychlo2","",
		"ukaz_rpm","",
		"mph","",
		"rpm","",
		"fuel","",
		"fuel_1","",
		"fuel_01","",
		"fuel_2","",
		"fuel_3","",
		"prop_01","",
		"prop_02","",
		"prop_2","",
		"prop_1","",
		"glass1","damageHide",
		"glass2","damageHide",
		"glass3","damageHide",
		"glass4","damageHide",
	};
};
class Flag: Default {};
class FlagCarrier: Default
{
	skeletonInherit = "Default";
	skeletonBones[] =
	{
		"stozar","",
		"vlajka",""
	};
};
class Head
{
	isDiscrete = 0;
	skeletonInherit = "";
 	skeletonBones[] =
 	{
 		"neck","",
		"neck1","neck",
		"head","neck1",
		"jaw","head",
		"chin","head",
		"jaw_rf","head",
		"jaw_rm","head",
		"jaw_rs","head",
		"jaw_lf","head",
		"jaw_lm","head",
		"jaw_ls","head",
		"ear_r","head",
		"ear_l","head",
		"lip_lc","head",
		"lip_lwlb","head",
		"lip_lwlf","head",
		"lip_lwm","head",
		"lip_lwrf","head",
		"lip_lwrb","head",
		"lip_rc","head",
		"lip_uprb","head",
		"lip_uprf","head",
		"lip_upm","head",
		"lip_uplf","head",
		"lip_uplb","head",
		"nose_tip","head",
		"nose_r","head",
		"nose_l","head",
		"zig_lt","head",
   	"zig_lm","head",
   	"zig_lb","head",
   	"zig_rt","head",
   	"zig_rm","head",
   	"zig_rb","head",
   	"cheek_r","head",
   	"cheek_l","head",
		"eyebrow_lb","head",
		"eyebrow_lm","head",
		"eyebrow_lf","head",
		"corr","head",
		"eyebrow_rf","head",
		"eyebrow_rm","head",
		"eyebrow_rb","head",
		"eye_upr","head",
		"eye_lwr","head",
		"eye_upl","head",
		"eye_lwl","head",
		"cheek_rf","head",
		"cheek_rm","head",
		"cheek_rb","head",
		"cheek_lf","head",
		"cheek_lm","head",
		"cheek_lb","head",
		"forehead_l","head",
		"forehead_m","head",
		"forehead_r","head",
		"l_eye","head",
		"r_eye","head",
		"l_pupila","head",
		"r_pupila","head",
		"neck_t","head",
		"neck_b","head",
		"neck_r","head",
		"neck_l","head",
		"tongue_b","head",
		"tongue_m","head",
		"tongue_f","head"
	};
};
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",
		"HeadCutScene","head",
		"jaw","head",
		"chin","head",
		"jaw_rf","head",
		"jaw_rm","head",
		"jaw_rs","head",
		"jaw_lf","head",
		"jaw_lm","head",
		"jaw_ls","head",
		"ear_r","head",
		"ear_l","head",
		"lip_lc","head",
		"lip_lwlb","head",
		"lip_lwlf","head",
		"lip_lwm","head",
		"lip_lwrf","head",
		"lip_lwrb","head",
		"lip_rc","head",
		"lip_uprb","head",
		"lip_uprf","head",
		"lip_upm","head",
		"lip_uplf","head",
		"lip_uplb","head",
		"nose_tip","head",
		"nose_r","head",
		"nose_l","head",
		"zig_lt","head",
		"zig_lm","head",
		"zig_lb","head",
		"zig_rt","head",
		"zig_rm","head",
		"zig_rb","head",
		"cheek_r","head",
		"cheek_l","head",
		"eyebrow_lb","head",
		"eyebrow_lm","head",
		"eyebrow_lf","head",
		"corr","head",
		"eyebrow_rf","head",
		"eyebrow_rm","head",
		"eyebrow_rb","head",
		"eye_upr","head",
		"eye_lwr","head",
		"eye_upl","head",
		"eye_lwl","head",
		"cheek_rf","head",
		"cheek_rm","head",
		"cheek_rb","head",
		"cheek_lf","head",
		"cheek_lm","head",
		"cheek_lb","head",
		"forehead_l","head",
		"forehead_m","head",
		"forehead_r","head",
		"l_eye","head",
		"r_eye","head",
		"l_pupila","head",
		"r_pupila","head",
		"neck_t","head",
		"neck_b","head",
		"neck_r","head",
		"neck_l","head",
		"tongue_b","head",
		"tongue_m","head",
		"tongue_f","head",
	//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="";
 };
 class WomanSkeleton
{
	isDiscrete = 0;
	skeletonInherit = "";
	skeletonBones[] =
	{
		"Pelvis","",
		"Spine","Pelvis",
		"Spine1","Spine",
		"Spine2","Spine1",
		"Spine3","Spine2",
		"Camera","Pelvis",

		//Head skeleton in hierarchy
		"neck","Spine3",
		"neck1","neck",
		"head","neck1",
		"jaw","head",
		"chin","head",
		"jaw_rm","head",
		"jaw_lm","head",
		"lip_lc","head",
		"lip_lwlb","head",
		"lip_lwlf","head",
		"lip_lwm","head",
		"lip_lwrf","head",
		"lip_lwrb","head",
		"lip_rc","head",
		"lip_uprf","head",
		"lip_upm","head",
		"lip_uplf","head",
		"nose_r","head",
		"nose_l","head",
		"zig_lt","head",
		"zig_rt","head",
		"cheek_r","head",
		"cheek_l","head",
		"eyebrow_lm","head",
		"corr","head",
		"eyebrow_rm","head",
		"eye_upr","head",
		"eye_lwr","head",
		"eye_upl","head",
		"eye_lwl","head",
		"cheek_rf","head",
		"cheek_lf","head",
		"forehead_m","head",
		"l_eye","head",
		"r_eye","head",
	//Left upper side
		"LeftShoulder","Spine3",
		"LeftArm","LeftShoulder",
		"LeftArmRoll","LeftArm",
		"LeftForeArm","LeftArmRoll",
		"LeftForeArmRoll","LeftForeArm",
		"LeftHand","LeftForeArmRoll",
		"LeftInHandRing","LeftHand",
		"LeftHandRing1","LeftInHandRing",
		"LeftHandRing2","LeftHandRing1",
		"LeftHandRing3","LeftHandRing2",
		"LeftHandPinky1","LeftInHandRing",
		"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",
		"RightInHandRing","RightHand",
		"RightHandRing1","RightInHandRing",
		"RightHandRing2","RightHandRing1",
		"RightHandRing3","RightHandRing2",
		"RightHandPinky1","RightInHandRing",
		"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="";
 };
};

class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {};
	skeletonName = "";
};
class Head: Default
{
	sections[] =
	{
		"osobnost",
		"brejle"
	};
	skeletonName = "Head";
};
class ArmaMan : Default
{
	sections[] =
	{
	    		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury",
	    		"clan","clan_sign","Camo","CamoB"
	};
  	skeletonName = "OFP2_ManSkeleton";
};

class ArmaWoman:Default
{
	sections[] =
	{
	    		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury",
	    		"clan","clan_sign","Camo","CamoB"
	};
  	skeletonName = "WomanSkeleton";
};
class Vehicle: Default
{
	sections[] =
	{
		"cislo",
		"grupa",
		"side",
		"sektor",
		"clan",
		"clan_sign",
		"podsvit pristroju",
		"poskozeni",
		"L svetlo",
		"P svetlo",
		"zasleh"
	};
};
 class Flag: Default
{
	sections[] = {"latka"};
};
class flag_auto: Flag {};
class flag_alone: Flag {};
};

Apparently you get some .rtm spam about missing bones when using .rtm files set up for Arma 2 though:

http://forums.bistudio.com/showthread.php?175821-Trixie-s-Release-Thread&p=2731797&viewfull=1#post2731797

I PMed that guy asking how to fix them, but he didn't reply :/

Looking at the Arma 3 model.cfg there is this line:

		pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";

SkeletonPivots.p3d is actually in \anims_f_data\skeleton\ (anims_f_data.pbo) though, not not anims_f\data\skeleton\ (anims_f.pbo) so I dunno if the path in the sample model.cfg needs changing to reflect that.

I'm wondering if that model also needs to be present under the correct directory on your P:\ drive in order for the new model.cfg to work when compiling the animation. Could check if it's there on your P:\ drive and if it's not: extract the data from the BIS .pbos in to your P:\ drive with a path like that to see if it works.

There's also an unbinarised male pivots model in \Steam\SteamApps\common\Arma 3 Tools\Samples_F\TemplateRTM\ called ManSkeleton_Pivots.p3d that I imagine is the same as the game's binarised pivots model, just with a different filename. Maybe rename it to SkeletonPivots.p3d and try that if the binarised SkeletonPivots.p3d doesn't work first time around.

Edited by da12thMonkey

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does the rtm display correctly if you load it into the arma 3 character sample as animation in object builder?

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Try to remove .rtm from list of files to copy directly.

I haved same problem as you with A2 animations, but after removing .rtm from list of files to copy directly animation work well.

So, look like I am not the only one who have this problem with making new animations. :)

We should need to report this problem to feedback.arma3 and request some official tutorial from developers for making and exporting animation from 3d max to object builder.

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@da12thMonkey

- Tried with arma 2 model.cfg - Failed

- Tried changing the "pivotsModel" patch to "A3\anims_f_data\skeleton\SkeletonPivots.p3d" - Failed

- Tried, with "pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";" patch and the unbinarized "Skeletonpivots.p3d" located on "Arma 3 Tools\Samples_F\TemplateRTM\" called "ManSkeleton_Pivots.p3d" - Failed

- Tried, the same step as before but changing the path of pivotsModelo to "pivotsModel="A3\anims_f_data\skeleton\SkeletonPivots.p3d";" - Failed

- Tried putting the unbinarized model on the same folder as .rtm and the "pivotsModel" patch on "pivotsModel="\WEAPON_FOLDER\data\Anim\Skeletonpivots.p3d";" - Failed

Notice I have all BI content extracted on P drive with Arma3p of Mikero tools so I'm sure the problem didn't come by there.

@Fennek

Yes, I can load and show it correctly on A3 Character example:

http://i.gyazo.com/e6d65504fc204485e71acdb894189b28.png (133 kB)

But that's not the problem as the issue occur even if I use the "AmovPercMstpSrasWrflDnon.rtm" file provided on the samples. In fact, I'm using this file for every test I'm doing to make it work..

@mladjaSRB

- All the steps done before has been tried with and without "*.rtm;" tag on Addon builder.

Yes, the fact is before BI update all this new stuff and new UI, this (THE SAME) handanim worked well!! What the hell has happened? :(:(

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hehe.

The same thing happens to me.

In Object builder animation look good, without any error, but in game ....

You are right, everything worked very good before 1.20 or 1.24, not sure, but after those updates, everything goes wrong, and still there is not any explanation or tutorial from BIS.

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:(:( So ... It's definitely a pity I've to delay or not include this new hand Animation on my project by a lack of information on this kind of stuff or simply the new tools on every version are broken....

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I got still same problem.

I think the problem is in BIS skeleton, they are probably not updated for 3d max.

As I remember they changed something about animations a two updates ago, that is probably problem. They edited skeleton but didnt update it for community.

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I got still same problem.

I think the problem is in BIS skeleton, they are probably not updated for 3d max.

As I remember they changed something about animations a two updates ago, that is probably problem. They edited skeleton but didnt update it for community.

From my point of view it seems to be more related with a fbx import issue into object build. Because some bones on hands and feet are missing once in objbuild. If I import the fbx into 3ds or motion builder the skeleton in intact and all bones are here... Maybe some fbx.DLL tweaking done by bis... I'll try to add manually the bones just after import to see if we can have a workaround

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Guys,

Finally I've got the solution for my problem.

The issue comes definitively on the new BI Tools binarizing .rtm. As I've tested with the version has provided @Fennek and It works but It seems the entirely pbo is corrupted BUT the rtm is correctly binarized so I've extracted the .rtm binarized and put it on "\WEAPON_FOLDER\data\anim" and yes, packing with the new BI tools I can now see the handanim properly (because the new BI Tools don't need binarize the .rtm now).

http://i.gyazo.com/c220852fb5f7bad7ad5b07c26c926195.png (3539 kB)

:D:D:D

@mladjaSRB @sebj

Note I'm not trying to import/export to Autodesk, I'm working directly on Object builder with A3 Character example so That's why I was very confused ... An easy task as binarizing a simple handanimation by and made on Object Builder cannot be done now.

Summarizing, I think (as I've checked) the problem comes by the new BI Tools trying to binarize the .rtm ... I will report this into the feedback (if it isn't it now).

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Guys,

Finally I've got the solution for my problem.

The issue comes definitively on the new BI Tools binarizing .rtm. As I've tested with the version has provided @Fennek and It works but It seems the entirely pbo is corrupted BUT the rtm is correctly binarized so I've extracted the .rtm binarized and put it on "\WEAPON_FOLDER\data\anim" and yes, packing with the new BI tools I can now see the handanim properly (because the new BI Tools don't need binarize the .rtm now).

http://i.gyazo.com/c220852fb5f7bad7ad5b07c26c926195.png (3539 kB)

:D:D:D

@mladjaSRB @sebj

Note I'm not trying to import/export to Autodesk, I'm working directly on Object builder with A3 Character example so That's why I was very confused ... An easy task as binarizing a simple handanimation by and made on Object Builder cannot be done now.

Summarizing, I think (as I've checked) the problem comes by the new BI Tools trying to binarize the .rtm ... I will report this into the feedback (if it isn't it now).

Thx for your precision. There is a lot of troubles. Even for a "simple" task :) yes I confirm for my part that I'm only using add-on builder from tom_48. The one available into a3 tools is crashing all the time...

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So, those who create animations in max probably need to wait some skeleton fixes for max.

not just in max. My anims used to pack with no problems, actually everything used to pack with no problems before they started updating addonbuilder for some reason. and then problem after problem :(

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Guys,

Finally I've got the solution for my problem.

The issue comes definitively on the new BI Tools binarizing .rtm. As I've tested with the version has provided @Fennek and It works but It seems the entirely pbo is corrupted BUT the rtm is correctly binarized so I've extracted the .rtm binarized and put it on "\WEAPON_FOLDER\data\anim" and yes, packing with the new BI tools I can now see the handanim properly (because the new BI Tools don't need binarize the .rtm now).

http://i.gyazo.com/c220852fb5f7bad7ad5b07c26c926195.png (3539 kB)

:D:D:D

@mladjaSRB @sebj

Note I'm not trying to import/export to Autodesk, I'm working directly on Object builder with A3 Character example so That's why I was very confused ... An easy task as binarizing a simple handanimation by and made on Object Builder cannot be done now.

Summarizing, I think (as I've checked) the problem comes by the new BI Tools trying to binarize the .rtm ... I will report this into the feedback (if it isn't it now).

Can explain this setup in detail? I am having difficulty understanding what you meant. Spent 2 days trying to figure this problem out myself

Also btw, how does one pose the animation in O2? I dont see any on screen controls to use to rotate objects.

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@alleycat

Jeje I know I'm not especially good explaining so I'm going to try it as best as I can. We know now the problem comes by Addon builder (newer versions) binarizing .rtm so..... Why not binarize the rtm with an older version of AB and later extract them with a PBO manager (or another)? Indeed, that was I did.

1. Put your handanimation with model.cfg (get them on A3 Character example) on the same folder (for example, WEAPON_FOLDER\data\anim).

2. Pack the pbo with the version has provided @Fennek. This will binarize correctly the .rtm

3. Open the .pbo with PBO Manager or ExtractPbo by Mikero and extract the .rtm you have done.

4. Put the .rtm extracted on the same folder as before (data\anim) and delete the model.cfg (As It's not needed now because It's a binarized rtm)

5. You will be able to pack properly with the newer versions of Addon Builder ...

Hope this will help you :)

Edited by Mickyleitor

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Ok thanks for the explanation. I will try that now. However what is weird is that so far I did not binarize my addons (It crashes if I check "binarize" in the addon builder, is this because i have not created signature file yet?). So by your explanation the binarizing during packing breaks the rtm file, but it appeas this happens without binarizing too.

---------- Post added at 03:51 PM ---------- Previous post was at 03:40 PM ----------

Still does not work.

Here is what I did

1. Exported the hand animation into a folder with the same model.cfg that is from the a3 animation examples 1.1

2. Exported, loaded game, the polygons of the hand were a garbled mess like at the start of your topic

3. Installed the old addon builder by tom and repeated the process

4. still the same as 2

5. Extracted the rtm from pbo and put it into the prepack folder, with removed model.cfg, and recompiled.

6. Then used new addon builder to pack, but the problem stays.

---------- Post added at 03:58 PM ---------- Previous post was at 03:51 PM ----------

Also do I need to binarize for this to work? It throws an error if I try (error in config)

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No, by checking "binarize" option you are converting the .pbo and .rtm files for fast loading by the game engine (and consequently is not a reversible process so these are unreadable files) .. The signature file is for signing and check if the client have the .pbo file correctly and hasn't been tweaked and compare it with the addons of the server side.

However what is weird is that so far I did not binarize my addons

That's the problem you are having.... I think the .rtm needs to be binarized in order to display properly on Arma 3...

Also btw, how does one pose the animation in O2? I dont see any on screen controls to use to rotate objects.

It's a bit hard to do an animation on O2 but enough to do pose animations, there are some tutorial so I recommend you follow this very useful tutorial: Zach Gibsons A3 Custom Weapon Guide

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Yes I saw that you can hold CTRL to rotate bones.

So I guess my problem is to fix binarizing then.

---------- Post added at 05:08 PM ---------- Previous post was at 05:00 PM ----------

Binarizing with the old packer does work, however the garbled animation persists. The new packer throws an error:

http://forums.bistudio.com/showthread.php?181512-Addon-Builder-Config-Error

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I am trying to find out what is actually broken. Is the skeleton in the sample not matching what the game uses, is the packer broken?

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Are there 3rd party packing tools that might work? I am sure it cant be the actual binarizing breaking it, because I have packed without it and my animation is still messed up. are the developers aware of this issue?

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Guy, I've said you before you can NOT pack an addon with animations (.rtm) without binarize option. (Correct me another developer if I'm wrong..)

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