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[solved] handsAnim problem

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Hello. 

I'm using ArmaRig from @Macser to create a static animation. 

In Blender it looks like this : 

d2612dc69cdd4f049fb614ee36c87d06.png

 

When I export the rtm and test it as a handAnim[] animation for a weapon, 

handAnim[] = {"OFP2_ManSkeleton", "\axe\test.rtm"};

Ingame it looks like that : 

 

I don't know if it's related but in OB, when I import the rtm, the weapon proxy doesn't move 

1c5c38a4436044828f32580e407a700a.png

 

The weapon bone is in lowercase 

0235713340214bca8284e73e0030f08f.png

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macser has a video for creating anims using his rig, it's actually quite explicit, i suggest you watch it, because it does cover why you are getting this

 

1. fist frame needs to be in original T pose

2. for animated frame the character needs to be above the OB XZ (horizontal) plane

 

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I watched it 2 times though :whistle:

Thank you for the help, I'll try this later 

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It's better with the t pose as first frame , but there is still something wrong :/

nxF2tHB.jpg

 

The character's position doesn't seem to affect the animation

 

The problem may be related to my model.cfg 

class CfgSkeletons
{
	class axe
	{
		isDiscrete=0;
		skeletonInherit="";
		skeletonBones[]={};
	};
};

class CfgModels
{
	class axe
	{
		skeletonName="axe";
		sectionsInherit="";
		sections[]={};
	};
};

 

 

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If someone wants to try i can send the source folder.

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Problem solved. 

 

I spent 1 week on that, trying everything, now i want to kill myself lol

here is the solution : 

2ba624d9ccbc4e62a1e59b92ed61ca27.png

My axe folder was in P:\  instead of P:\addons

 

 

Now i can focus on making my animation better. Thank you @PuFu for the help 

IzXSVWk.jpg

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yeah well, i never use addon builder, just pboproject...but great that you solved it and you posted the reason why it wasn't working...

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