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Walkero0

Animal Animation

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Hy. I'm working on a bear for arma.

I have the problem when packing with PBOProject:

AUZj40m.png

 

I have read and watched many tutorials for animations(I think all of them).

I export the animation from blender as bhv file to oxygen and modify the bones size until it fits.

Then I set Autotime 1.0 and export as RTM.

When i test the RTM on the model it works.

All bones in p3d animation fit the names of the bear model.

What do i miss with this error?

 

my model.cfg: https://pastebin.com/g6S2Dg3f

my config: https://pastebin.com/sCQuTYwK

 

my model: https://cloud.walk3r.info/index.php/s/HXzqUubt9jTbime

with brownbear_animations.p3d i create the rtms per LOD. (not all animations fit correctly. last lod works)

 

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I changed model.cfg class to OFP2_ManSkeleton and added Pivotsmodel, can pack my project but it's not working correctly.

new model.cfg: https://pastebin.com/YnGFdtKp

Error when placed in eden:

q2Zmq0O.jpg

 

How can i make a correct pivotsmodel if this is the problem?

my pivots model (don't know if correct) https://cloud.walk3r.info/index.php/s/99fOxVMFoOr2npL

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When I export rtm and apply it on the main model, i can play through the animation in 3d view.

but in that moment when i import the rtm, the model disapear in buldozer. whats wrong with my rtm?

Also tried to make rtm in blender-->same problem.

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you preferably will make a custom model.cfg skeleton for it and not use the manskeleton for it.

There are no samples for custom skeletons though.

 

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your model.cfg skelton will need to match the armature bone naming and hierarchy you have in Blender

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There is wikipage about how model.cfg works. also compare to the man skeleton. Your model.cfg parenting is all off.
But custom characters also have a lot more involved in the configs which. 
Custom characters are not very good first project as they involve a lot of non documented work that you just have to figure out.

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you can try to get live advice in the arma discord

 

maybe the lego unit from Mondkalb is useful as reference? or the native animals from A2/A3/DayZ (viewable via Eliteness)

not really into anims, so cant give specific advice

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43 minutes ago, Walkero0 said:

I have redone model.cfg parenting and added all memory points from sample character and changed to their bone names.

Still cannot crunch: https://cloud.walk3r.info/index.php/s/XWIAVYDumcp7AXt

What should i do? give up?

 

 

 

Reach out to the guys who built the dinosaur models maybe. BadBenson and the other guy. Just..prepare yourself..

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22 hours ago, froggyluv said:

 

Reach out to the guys who built the dinosaur models maybe. BadBenson and the other guy. Just..prepare yourself..

Contacted THA shark guys 2 weeks ago, dinosaur guys. no response until now.

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So i managed to get a working model with crappy animations.

But I have some questions:

Does the walk animation need to move forward in the animation itself? Because it won't move forward like my animation in blender.

Does all animation need to have the same pose on start? I have weird Legs from walking to running.

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Did You use nonlinear animations in this model? (vertex with different weights and smooth colour selections in O2 on animated marts (for example twisting smoothly skin on bear).

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