Albert Schweitzer 10 Posted March 7, 2007 Hello, I am a pretty busy man   but nevertheless I am trying to create some simple character animations for ArmA to record a small movie. Can you give me a hint or a tutorial from where I can start. Ofp-anim is outdated I may assume.. correct me if I am wrong. My KnowHow so far is 0% but I what I do know is that it appears to be a lot lot lot of work! @Mods: Yes, I used the search function and looked up the term "animations" but i couldnt find anything usefull. Share this post Link to post Share on other sites
madrussian 347 Posted March 7, 2007 Can anyone answer this? Â Just a reference would be great. Â Â I too am interested in creating animations... (including a proper crouch->sprint transition to start w/ Â ) What about you guys that did all those anim updates for OFP? Â Have you tried anything in ArmA yet? Like Albert also did a bunch of looking around with no luck. Share this post Link to post Share on other sites
general 0 Posted March 8, 2007 I wouldn't recomend you to use ofp-anim, altough you could. This beacuse of the simple fact that you have to edit every frame one by one so it takes a long time, the result is often bad and you often get twisted limbs. But it's ok for static anims You could use maya (especially if you're gonna animate a custom organic cuz from what I've heard you will be able to export the painted weights of the skin with BIS' plugin. altough the average guy might not afford it and I wouldn't recomend you to spend 2 mounths of payment on an animation program, but you know what I mean right Share this post Link to post Share on other sites
Albert Schweitzer 10 Posted March 8, 2007 Static animations are fine to start off with. But where do I find a p3d from ArmA that I open and a man pops up that I can twist and turn? You got the name of the file? If I use the animations.pbo and unpbo it, then I get millions of p3d files but none opens. Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted March 8, 2007 Albert I guess you have to wait for the tools I mean, you don't even know the selection names and stuff. ...can't even open p3d files so you cannot make anims at this point I think Share this post Link to post Share on other sites
ebud 18 Posted March 8, 2007 After using teacups maya setup to make 10 or so animations a while back I have to say that if the new maya animation tools are as easy to use, then anyone can pick it up and be able to make simple static or simple gestural animations. I had a maya guy at work walk me through making one and after that they were very easy to make. MUCH more than ofpanim. These were just simple animations such as waving arms, pumping fists in the air, and other static anims though. Time consuming but easy. Making new walk, run or any other complex animation would be a nightmare for anyone other than a fulltime animator. I wouldn't suggest it to my worst enemy. Also if you depbo the anim pbo and look at how the anims are setup, named etc, it looks overwhelming. Simply beyond a mere dabblers ability. I thought I'd take a look and see what I could mess around with and just got lost looking at all the files and the config, lol. But good luck with this if you try it. If you do, be prepared to waste countless hours. Just ask Sanctuary Share this post Link to post Share on other sites
teacup 2 Posted June 17, 2007 Albert I guess you have to wait for the tools  I mean, you don't even know the selection names and stuff. ...can't even open p3d files so you cannot make anims at this point I think Well, it's not that bad really  We know the selection names. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> weapon launcher RightShoulder RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand LeftShoulder LeftArm LeftArmRoll LeftForeArm LeftForeArmRoll LeftHand Pelvis Spine Spine1 Spine2 Spine3 Neck Neck1 Head RightUpLeg RightUpLegRoll RightLeg RightLegRoll RightFoot RightToeBase LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase RightHandIndex1 RightHandIndex2 RightHandIndex3 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 RightHandPinky1 RightHandPinky2 RightHandPinky3 RightHandRing1 RightHandRing2 RightHandRing3 RightHandThumb1 RightHandThumb2 RightHandThumb3 RightHandRing LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 LeftHandMiddle1 LeftHandMiddle2 LeftHandMiddle3 LeftHandPinky1 LeftHandPinky2 LeftHandPinky3 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 LeftHandRing camera You can just open any RTM and read them. As far as i can tell the file format hasn't changed, so both OFPAnim and my Maya script/converter should be usable in the future. What we don't have yet, is a sample soldier model from BIS (e.g. MLOD P3D). But it's possible to work without that too.. I wanted to make a few tests so i just made a mock-up of the ingame soldier and it looks ok. We don't need a vertex-by-vertex accurate model to be able to animate. And we don't even need the exact skeleton they used. I just took a few screenshots of the model in the default pose, modelled the dummy to fit the outlines, placed the joints using common sense and voilá! See if you can recognize the animations..  Puny DivX AVIs: Anim 1 Anim 2 Yes, i know the model is mirrored, i'm not worried..  Share this post Link to post Share on other sites
abs 2 Posted June 17, 2007 teaCup! It's great to see you around here still! I know you're a busy man, but if I could offer a humble suggestion then maybe you (being so skilled in animation) could help out the entire community by giving us a rigged character. If you use a program called 3d Ripper DX you would be able to grab a model of a unit from in game. From there, you won't have to estimate the size of the guy or anything. It's really easy to do, and since (well, in my eyes anyway) you're the most experienced animator in the community, I can't think of anyone better suited for the job. Of course, it's entirely up to you, and I'm not telling you what to do. I'm just putting the idea out there if you're interested. Abs Share this post Link to post Share on other sites
gL33k 0 Posted June 17, 2007 I wouldn't recomend you to use ofp-anim, altough you could. This beacuse of the simple fact that you have to edit every frame one by one so it takes a long time, the result is often bad and you often get twisted limbs. But it's ok for static anims You could use maya (especially if you're gonna animate a custom organic cuz from what I've heard you will be able to export the painted weights of the skin with BIS' plugin. altough the average guy might not afford it and I wouldn't recomend you to spend 2 mounths of payment on an animation program, but you know what I mean right and it's our chance. err.. i mean yours. because organics anim are the most harder to do. a chance , you will could import directly your t-rex "i'm angry :[ " anims Share this post Link to post Share on other sites
Guest Posted June 19, 2007 Try checking out Natural Point OptiTrack http://www.naturalpoint.com/optitrack/ Would be great for custom animation capturing. Share this post Link to post Share on other sites
teacup 2 Posted June 19, 2007 At ~2000 $ a minimal setup these things are dirt cheap (by today's mocap gear standards). I'm not sure of the quality though. And you need to consider setting up a pipeline for actually getting the raw data cleaned up, retargeting onto the ArmA rigs, further tweaking and exporting to the game. Sounds like quite the enterprise to me..  @Abs: Why, i'm absolutely flabbergasted you'd suggest using 3D Ripper DX to grab the models (instant breach of license agreement), and all of it in broad daylight.  I will probably make a new Maya rig (and will try to make a decent one this time around  ). And i will probably update my Maya anim-kit and re-release it. But this is only for Maya users. I don't feel like spending a minute more than what  i have to (at work) in 3D Studio MAX. For those of you who don't have/know MAX or Maya, and have a healthy dose of masochism, there's always OFPAnim. You just need a MLOD .p3d for it from BIS, or you can make your own. If you read through this thread carefully, you should know how..  Share this post Link to post Share on other sites
sfc.itzhak 0 Posted June 19, 2007 i really dont see what you are complaining.. you can make human solders just take slx_pepole as refrance.. god know i did it and my soilder works with all the animations.. do a little research and you will see that you can make everyting without the tools.. sfc Share this post Link to post Share on other sites
Synide 0 Posted June 19, 2007 Natural Motion Endorphin Share this post Link to post Share on other sites
teacup 2 Posted June 19, 2007 Although i don't care for his tone, ITZHAK is right about being able to use "SLX_OFP2Skeleton.p3d" as a template for setting up the selections. And if you create linking and pivots info, you might be able to use it in OFPAnim, to make new animations for ArmA. However, that file is a pretty crude mock-up: And also, Solus missed the idea behind the roll-bones. Roll-bones are used mostly by experienced riggers to compensate for excessive twisting of the wrists. They achieve this by splitting the forearm into 2 roughly equal segments (upper half: forearm_bone, lower half: forearm_roll_bone), and transfering half of the wrist's rotation onto the roll-bone. This technique eases the pressure on the wrist by 50%, and leads to nicer deformations of the mesh. In ArmA, roll-bones are used for both upper- and lower- arms and legs. So if you want your models to inherit the animations correctly, you might want to do a proper job on these selections. If you care about quality, that is.. These roll bones are normally controlled by automated setups that do all the work. And OFPAnim can't do that. Which means you'll have to compensate for their functionality manually. Enjoy. Share this post Link to post Share on other sites
MehMan 0 Posted June 19, 2007 @Abs: Why, i'm absolutely flabbergasted you'd suggest using 3D Ripper DX to grab the models (instant breach of license agreement), and all of it in broad daylight. Â No it's not. Unless you decide to provide a download link for the model with no permission. It's not illegal to get the models from the game for your own use. The program itself warns users that it should be used for educational and viewing purposes only. Share this post Link to post Share on other sites
teacup 2 Posted June 20, 2007 I hope you can tell by the inflated wording that i was just kidding.. I don't concern myself much with EULAs. In fact, i sometimes knowingly break them, and i break them hard  From a legal standpoint, they are often not worth the paper they're printed on.. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 20, 2007 Quote[/b] ]What we don't have yet, is a sample soldier model from BIS (e.g. MLOD P3D). But it's possible to work without that too.. there's SLX_skeleton. This's not the model, but BIS skeleton. Can be imported in OFP_Anim etc. and i guess can be animated this way. Though I know people who tried but for some reasons it's not that easy as with old ofp models Quote[/b] ]If you use a program called 3d Ripper DX you would be able to grab a model of a unit from in game 3DRipper won't work with Arma Arma kills hooks of this program - great way to avoid models larceny Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 20, 2007 Â Quote[/b] ]If you use a program called 3d Ripper DX you would be able to grab a model of a unit from in game 3DRipper won't work with Arma Arma kills hooks of this program - great way to avoid models larceny You sure? ArmA Officer Texture Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 20, 2007 You sure? Â Â I tried. no luck. If you managed to do it - why not upload it somewhere ? Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 20, 2007 I would if I was the one who made this screenshot - Surpher is the man you want. Share this post Link to post Share on other sites
Synide 0 Posted June 21, 2007 @teaCup... Quote[/b] ]and my Maya script/converter should be usable in the future.... I've had a look around for your maya script converter but can't find it. Is there a link someone could provide? EDIT: Never mind... lol, just found it stashed away in a folder... Cheers. Share this post Link to post Share on other sites
Dynamax 0 Posted June 21, 2007 damn.. i can extract the model and texture, but am i going to have to put the textures on the model my self? i got LightWave9 Share this post Link to post Share on other sites
Panda-PL- 0 Posted June 21, 2007 damn.. i can extract the model and texture, but am i going to have to put the textures on the model my self?i got LightWave9 Yes, and no. The UV Coordinates have been extracted and are correct on the faces. Just change texture paths and the textures will appear with right coords. Share this post Link to post Share on other sites
BraTTy 0 Posted June 23, 2007 Keep this topic fresh teacup sir...just to let you know that I await anything your releasing for animations I have a serious project that I would like to finish for ARMA Requires extensive animations of the arms and hands (ASL interpreter) Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 24, 2007 Model can be extracted from the game. It's difficult but i'm sure it's possible to set selectuions on this model using SLX_skeletone. If anyone has time/willing to try - PM me Share this post Link to post Share on other sites