teacup 2 Posted January 5, 2004 This thing was near completion, so i put the dog i was working on aside and finished it. If there's anyone out there, who has access to Maya and wants to make some animation for OFP, you can try this kit. Or not. Download 1.2 Mb Back to the dog.. Share this post Link to post Share on other sites
waffendennis 0 Posted January 5, 2004 Woof Woof... nice now I can make my anims better then they are in maya Share this post Link to post Share on other sites
Gameer 0 Posted January 7, 2004 Am I right in believing that this: *fixes the mirror problems *fixes the weapons position problems *working in the trial edition ? Thanks matey, downloading now. Gameer Share this post Link to post Share on other sites
teacup 2 Posted January 8, 2004 If you're comparing it with that makeshift thingy, the answers are: *yes *partially (the setup that comes with it has the weapon accurately positioned; for the rest you'll have to do it yourself (it takes me ~15 minutes of tinkering) per weapon) *nope Share this post Link to post Share on other sites
waffendennis 0 Posted January 8, 2004 Hu? I got the Maya free version that was released to public free...And it works with it... :S Share this post Link to post Share on other sites
teacup 2 Posted January 8, 2004 If you're talking about Maya PLE, i don't think you can use the script to export animation. Share this post Link to post Share on other sites
general 0 Posted April 8, 2005 got a lil problem. don't know where to put the rtmbin2. where is it supposed to be? Share this post Link to post Share on other sites
andersson 285 Posted April 21, 2005 Quote[/b] ]got a lil problem. don't know where to put the rtmbin2. where is it supposed to be? I have the same probem Share this post Link to post Share on other sites
teacup 2 Posted April 22, 2005 It's quite simple. Copy RtmBin2.exe into one of the directories mentioned in your "PATH" environment variable. If you're not familiar with environment variables and "PATH" in particular, read up on it. You can view/set these variables by opening a command prompt window and using the "Set" command. Or by right-clicking on "My Computer" -> "Properties" -> "Advanced" -> "Environment Varables". You can just drop a copy into your %windir%\system32 (e.g. C:\Winnt\system32), if you don't want to do any of the above. Cheers Share this post Link to post Share on other sites
andersson 285 Posted April 22, 2005 Thanks for the info! Quote[/b] ]If you're not familiar with environment variables and "PATH" in particular, read up on it. Your right about that. I tried but I can read some more Share this post Link to post Share on other sites
teacup 2 Posted April 22, 2005 You're welcome. *Update* If there's anyone out there still interested in using Maya Private Learning Edition for animation, Brooks made a package that will allow for that. It's here. But it's his baby, so bust his chops if you're having any troubles with it.. Â Share this post Link to post Share on other sites
Brooks 0 Posted April 23, 2005 PLE = Personal Learning Edition, the freeware version of Maya. You may download it from Alias's website, or get it on CDROM in Maya text books eg. Introducing Maya 6 3D for Beginners, by Derakhshani (purchased from Borders). As far as chops go, teaCup totally came through for me whenever I had questions while developing the PLE kit. Like his TCP_Doberman, his bark is worse than his bite :-) Share this post Link to post Share on other sites
MidShip 0 Posted April 24, 2005 Producing OFP rtm files with Maya PLE, by my opinion, takes too much steps in respect, PLE is not very flexible in importing/exporting common formats (again, talking from PLE). Another way might be with DAZ Studio, which also is a free downloadable character animations software, having the capability to load and save ASCII animation files in standard IK formats. Further, one can import and export meshs in wavefront obj format. The way in producing OFP rtm animations by this is, first to have a template from any OFP unit mesh, furnished with bones, joints and face assignments. As far as OFP units do have all the same common segments or selections, this step has to be made only once for all rtm projects and can be released by someone as a sort of addon. This OFP unit then in DAZ Studio can be arranged easily by mouse to the desired animation or animation sequence and saved as ASCII file directly. Finally it requires just one conversion program, as teaCup and Brooks did for Maya, to convert the saved ASCII to rtm file structure. In practice, the user starts DAZ Studio, makes a ready animation and if finished, applies the conversion program. Maybe, using DAZ Studio for making rtm's might be faster, more intuitive and more useful for OFP projects then Maya PLE. Share this post Link to post Share on other sites
teacup 2 Posted April 25, 2005 I promise i'll take a peek Share this post Link to post Share on other sites
karlalfred 10 Posted June 24, 2010 I have done an animation to the head of the soldier. He is nodding with his head. How can I test my rtm-animation that I have done and see how it looks? What should I write in the config-file? Is someone willing to help me out? Thank you in advance. Share this post Link to post Share on other sites
sanctuary 19 Posted June 24, 2010 Try this config : // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class YOURTAG_Myanims { units[] = {}; weapons[] = {}; requiredVersion = 1.85; }; }; class CfgMovesMC { class Default {}; class States { class MyAnimClassname: Default { actions="CombatActions"; file="\YourPBOName\YourAnimName.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={CombatRelaxed,1}; connectTo[]={CombatRelaxed,1}; interpolationSpeed=2; interpolateTo[]={CombatDying,0.1,CombatDyingVer2,0.1}; }; }; }; Just replace YOURTAG_Myanims with the addon name you want to give, that's the name that will appear in a mission_sqm required addon part. Replace MyAnimClassname by the anim classname you want to use (that's the name you will use with a playmove or switchmove in the editor triggers) Replace YourPBOName by the name of the PBO that will contain the RTM file Replace YourAnimName.rtm with the name of the RTM. Ingame, inside of a trigger activated by anything you need, or inside of a Waypoint Activation, put this : nameofthesoldier playmove "MyAnimClassname" And the soldier named "nameofthesoldier" will execute the MyAnimClassname custom animation. Share this post Link to post Share on other sites