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rygugu

ArmA Skeieton import Max scene

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Hi smile_o.gif

I made the one that the selection structure of ArmA was reproduced with 3DS MAX.

http://b-design.blog.ocn.ne.jp/log/files/ArmA_Skeleton.zip

Because the bone of Biped is built-in, it is possible to write it to the RTM file by using the script from which SandroDeParma made the animation of 3DS MAX.

http://community.bistudio.com/wiki/ArmA:_Community_Tools#Animations

arma_skl_max.jpg

Importance:

1.It is not a too polite making. tounge2.gif

2.When writing it to RTM, the movement of the rifle doesn't follow.

When someone improves this, it is very glad. rofl.gif

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Does this mean you can get animations from max back to ArmA?

I think so, the only problem seems to be that the script doesn't import and export the weapon proxy.

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Quote[/b] ]where is the rtm export script?

here - http://sandro-de-parma.narod.ru/OFP/

Skeletone work great in max - huge step forward compared to o2. gonna search for some animation tute for max...

I wonder though if better skeletone (with ingame model) can be created ? Cause parts of arma-skeletone and ingame models are misplaced a bit in game, thus it's very hard to make suitable precise animation (

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Skeletone work great in max - huge step forward compared to o2. gonna search for some animation tute for max...

Same here. Opens up a huge range of posibilites.

Now I'm wondering what can of scripting can be done to make weapon specific animations.

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Quote[/b] ]Now I'm wondering what can of scripting can be done to make weapon specific animations.

how are you gonna make precise weapon anims with this skeletone ? wink_o.gif

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You've got a biped skeleton with it. It should be sufficient enough to try. The deal would be to modify existing BIS anims, so one could make proper anims for the RPG-7, etc, modify an anim to make it look as if an object is being thrown to the ground(AT-4). It's worth a try, if it's possible to script it to use.

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Quote[/b] ]Now I'm wondering what can of scripting can be done to make weapon specific animations.

how are you gonna make precise weapon anims with this skeletone ? wink_o.gif

Using a dummy object in max and then animating the weapon proxy in 02.

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Quote[/b] ]You've got a biped skeleton with it. It should be sufficient enough to try.

just tried. creating anims with biped is very exciting, but placing fingers preciselly... that hard. too hard for me with this skeletone. cause as i said it's slightly different from ingame model

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I can't wait until I have time to try this out. I'm going to animate the shit out of something.

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Quote[/b] ]You've got a biped skeleton with it. It should be sufficient enough to try.

just tried. creating anims with biped is very exciting, but placing fingers preciselly... that hard. too hard for me with this skeletone. cause as i said it's slightly different from ingame model

Hmm, well it's worth a try. Did you try changing the skeleton a bit?

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Quote[/b] ]Did you try changing the skeleton a bit?

biped or character model attached ? afaik i have to make skinnig and biped linking after changes - that's new to me atm

I tried importing arma character model voa p3d2lxo tool, but attaching biped to it... will take some time and knowledge

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Well I don't think that attaching the arma char would be necesary, using the skeleton is sufficient if you ask me. Skinning the skeleton to the biped should be fairly easy, since the geometry is not that complex.

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The skeleton is already skinned to the biped.. they even have a (bad) sample animation. All you need is the script to figure the transformations to the arma skeleton and you should have an animation file that is applicable to armed assault. AFAIK, you're not skinning, importing, exporting, or doing anything with the geo. You're only animating and exporting the transformations that the biped makes to the skeleton in rtm format.

This is my educated guess.

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That's where the rtm scripts come in. Somebody made import and export versions for Max for OFP, but I haven't tested them yet.

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