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Clifford Erskine

Just Finished Modelling my first weapon to mod into Arma Reforger

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Hello all!

 

By trade, I am a 3D artist, and I hope to create many mods for Arma Reforger and Arma 4. My 3D skills are still in their early stages, but I hope to improve to AAA quality and continue to work on my passion project in my spare time. 

 

I intend to create a Ghost Recon conversion mod heavily influenced by the GRAW and GRAW2 games, but in a modern setting. My work will be referred to as RGAW for copyright reasons. RGAW (Recon Ghosts Advanced Warfighter).

 

The 3D aspect of the first gun for the project (MR-C) is complete. Now I have to make sure I export it correctly and get it working in the engine. Wish me luck

 

Anyone who wishes to reach out to me is welcome, I would love to join a mod community if there is one for the Infusion Engine (Discords etc.).

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I am currently preparing my mesh to be imported into engine. I am comfortable with the texture process and am aware of exactly what needs to be done. However, I am confused about what I need to do on the mesh and rigging side. 

After reading the wiki page multiple times, I am getting confused by a couple of parts since I am using Maya. 

(https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation

 

I have some questions

1. slots/snap points : It says to use empty objects in Blender, is this a locator if I am using Maya?

And if so is the process rigging an animated part of the mesh with a start(slot) and end(snap) point? 

 

2. If the slot/snap points are for animation, what is the point of using bones?

 

 

If there are any Maya users out there, I would greatly appreciate it if you could clarify a few things for me .

 

EDIT: Looks like snap points are for animation purposes like hands? And slot points are for magazines, scopes, and attachments 

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