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Kydoimos

Animation - Head Movement

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Hi all!

I understand from one of the devs that head movement in cutscene animations cannot be disabled. However, I've noticed that some of the cutscene animations (namely the briefing animations), head movement seems to be very consistent. I have a custom RTM animation for a briefing scene, but am occasionally getting some nasty head-twisting. Defining the animation as cutsceneAnimationBase helped (a lot!) but it's still occurring. I notice a huge difference when I play the animation on a dead unit (or in the animation viewer); head movement is smooth and looks perfect. I've tried all the obvious things - disableAI "MOVE" etc. Disabling simulation is no good, as it freezes the animation. I'd simply kill the unit, then play the animation on them, but the trouble is, the unit is giving a speech (thus, .lip files won't play).

Does anyone have any creative solutions for this problem? I was thinking about ragdolling the unit then playing the animation, or something like that - anything to prevent the unit swishing its head around :)

There's a ticket here for the issue: http://feedback.arma3.com/view.php?id=24716

But just wondered if anyone had any bright ideas?

Thanks in advance, chaps!

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The ticket is assigned. Hopefully, a fix is in the works and we won't have to wait until the expansion.

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I would highly recommend that you do animations in blender. I have had no issues so far. (Honestly, most of the Autodesk programs I have used have had problems with getting stuff into arma)

 

 

Download the latest blender program and this (Honestly, it was a little too confusing for me. But after a while it makes sense and you get the hang of it): http://www.armaholic.com/page.php?id=20519

 

Here is the blender rig for arma 3:

 

http://www.armaholic.com/page.php?id=24137

 

 

I use the BVH rig only because it has more bones and allows easier adjustment on frames.

 

 

Here is a video on some animations I did for my mod:

 

 

 

These were done with the ATL rig, but as you can see there is no head glitch. (The ATL rig is a little basic on movement, but BVH is for adding that extra bit of realism to movement)

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