Walkero0 15 Posted October 29, 2020 Hy. I'm working on a bear for arma. I have the problem when packing with PBOProject: 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) Share this post Link to post Share on other sites
Walkero0 15 Posted October 29, 2020 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: 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 Share this post Link to post Share on other sites
Walkero0 15 Posted October 30, 2020 messed around with model.cfg and config. Have now this problem: game crashes when i press play. Is there maybe a complete animated model for reference to have a look? WIth Test_Character from A3 Samples i cannot figure out the problem. my addon with rpt: https://cloud.walk3r.info/index.php/s/U2gy356QnmRj64O Share this post Link to post Share on other sites
Walkero0 15 Posted October 31, 2020 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. Share this post Link to post Share on other sites
HorribleGoat 1473 Posted November 1, 2020 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. Share this post Link to post Share on other sites
HorribleGoat 1473 Posted November 1, 2020 your model.cfg skelton will need to match the armature bone naming and hierarchy you have in Blender Share this post Link to post Share on other sites
Walkero0 15 Posted November 1, 2020 how can i find out bone name hierarchy? can i find out in oxygen? i used this hirarchy: Still cannot crunch. new model.cfg: https://pastebin.com/e1Y0TrAw Share this post Link to post Share on other sites
HorribleGoat 1473 Posted November 2, 2020 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. Share this post Link to post Share on other sites
Walkero0 15 Posted November 2, 2020 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? Share this post Link to post Share on other sites
.kju 3244 Posted November 2, 2020 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 Share this post Link to post Share on other sites
froggyluv 2136 Posted November 2, 2020 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.. Share this post Link to post Share on other sites
Walkero0 15 Posted November 3, 2020 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. Share this post Link to post Share on other sites
Walkero0 15 Posted November 7, 2020 So, I managed to pack my bear with the model.cfg structure of Operation Blockhead. But my model isn't visible: I have no errors in rpt. My pack with logs: https://cloud.walk3r.info/index.php/s/j3tkzTEwqaApo99 I can play scenario and run through the unvisible. Seems model path is not correct but it is. Share this post Link to post Share on other sites
Walkero0 15 Posted November 8, 2020 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. Share this post Link to post Share on other sites
h4wek 43 Posted November 27, 2023 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). Share this post Link to post Share on other sites