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Hand Animations

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I'm afraid I deleted that .rtm before I sent the weapons folder back over to Chris to sort them out.

If you try to visualise that bit in 'Commando' where Arnie's finished hacking people to bits with assorted sharp metal objects that he's found laying about in a shed; you're pretty close.

Dammit, I wish you'd told me, that'd have gone in for sure. I'm thinking something like...

ssg-uss-16e.jpg

would be awesome....:D

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I'm in trying to create some new hand position animations for a weapons pack that I'm working on, unfortunately even though I've tried following the suggestions in this thread to the letter I'm still getting that weird John Carpenter thing happening when I load the new animations in game. I even tried TheSun's animation file (rtm) so I think I must have something wrong with my addon folder structure. Oh by the way the weapons are working fine in ArmA2 if I use the standard hand anims.

Anyway, I wanted to post the method I used in detail for 2 reasons - hopefully one of you will find the error that I have made and secondly so that we have the basis for a newcomers guide to hand animations.

Here's what I did to make the rtm file:

1. I opened the male.p3d model from the released BIS example models into O2.

2. I saved the model as male_anim.p3d

3. I then copied my weapon model from a second instance of O2 into my male_anim.p3d and repositioned it to where it would exist if it was raised and sighted along.

4. I made sure the animation window was opened in O2 (under window in the top drop down menu)

5. I right clicked in the animation window and created 3 new animation phases numbered -0.5, 0 and 1.0.

6. I did not do anything in the first animation (-0.5) and left the figure with its arms in that semi-crucified position.

7. I next selected the the 0 animation phase and using the rotate commands moved the -LeftArm, -LeftForeArm and -leftHand to the desired positions on my weapon.

8. I then repeated this process for the right arm/forearm/hand.

9. I then selected the next animation phase (1.0) and created an almost identical hand position as to the one I made for phase 0.

10. I resaved my male_anim.p3d model in case something went wrong so I didn't have to start again from scratch.

11. I then removed all traces of my gun model both defining points and selections related to it (this is important as if you don't do this then the O2 will crash in the next step) and then right clicked in the animation window and used the "export matrices" function.

12. I named the animation when prompted (eg my_Gun.rtm) and I was not prompted to select an animation centre. The rtm file produced was approximately 25KB in size.

Now following the Sun's post the folder structure that I've created for my addon looks like this.

tree_structure.jpg

* I then use cpbo to create the .pbo file

Its in this last part ie. creating the addon folder structure that I think I'm going wrong, can anybody see a possible mistake I've made?

Please let me know if you need any other information

Thanks,

norrin

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Hey Norrin,

I think the problem is that you did not binarize your addon with BinPbo, when I don't binarize mine I get the broken animation problem EVERY time. If that doesn't work I would also try putting the model.cfg (from BIS sample models) into the same folder as your animation. I hope that solves the problem for you.

-AD

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Hey Norrin,

I think the problem is that you did not binarize your addon with BinPbo, when I don't binarize mine I get the broken animation problem EVERY time. If that doesn't work I would also try putting the model.cfg (from BIS sample models) into the same folder as your animation. I hope that solves the problem for you.

-AD

That was it mate - now I'm using Binpbo the new anim is working perfectly.

Cheers,

norrin :)

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Dammit, I wish you'd told me, that'd have gone in for sure. I'm thinking something like...

ssg-uss-16e.jpg

would be awesome....:D

Could someone make that pls :)

Edited by Cougar

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So does this mean that we could create new holding animations for weapons such as the Uzi, Mac-10, and Skorpion instead of using the crappy pistol animation?

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So does this mean that we could create new holding animations for weapons such as the Uzi, Mac-10, and Skorpion instead of using the crappy pistol animation?

Yes it does - however for certain actions (such as while a unit is sprinting) the units revert to and use the default ArmA2 animations.

This is fine and actually looks quite nice for front hand grip weapons such as automatic rifles as the units hold the barrel rather than the grip while sprinting for instance but it may be a problem for smaller weapons.

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Quick question then, why does the Mk.48 Mod0 weapon still retain its hand animation while running or at the low ready, is it something hard build into the game?

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Yes it does - however for certain actions (such as while a unit is sprinting) the units revert to and use the default ArmA2 animations.

This is fine and actually looks quite nice for front hand grip weapons such as automatic rifles as the units hold the barrel rather than the grip while sprinting for instance but it may be a problem for smaller weapons.

Wasn't that changed in a recent beta build?

[59446] New: IK weapon animations are now blending with primary animations.

The issue I believe you're talking about was usually noticable in the prone > crouch transition, but since that build, I can't notice it anymore.

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I have find it seems to me...

it is just necessary to add in the repertory of. rtm the model.cgf of the soldiers.

1258003740.jpg

After several tests this technique goes very well. :yay:

I hope that for you that will go, good creation the friends

Edited by ADOGMC

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After having I think find the solution there is some time for animations of the placement of hands on the weapons the problem starts again with the patch 1.05.

The same animation which went in 1.04 does not go any more in 1.05.

Am I it only? and somebody so does not have to you it solution?

So not a programmer of BIS can it provide us the elements to avoid kind of disappointment by pretty a tutorial?.

Cordially GMC.

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Is someone willing to make a video tutorial on how to use "Maya RTM kit for Arma" in a proper way? I have made a head animation and exported the animation to rtm. But I don't know how to get the rtm-animation into the game. Thankful for help on this issue.

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using 1.07 now and can't get a basic animation to work at all, please someone explain this for a "n00b" thats been editing ofp/arma since first ofp demo.. i just don't get this at all :(

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granQ suggested I post a link to this:

http://norrin.org/downloads/ArmA2/anims/wep_anims.rar

In the archive is an unbinarised addon folder (M4_anim) which contains an example structure of a weapon pbo with custom hand placement.

In addition, I've included a couple of additional p3ds: the male.p3d that you use to make the animations, a single lod of a weapon with all the selections removed and an example of the weapon placed in the male model and a trial animation.

Essentially, you get the anim as close to correct in the male.p3d and then binarise it and load the weapon in game. Once in game you just need to check where the weapon actually fits in regards to the hands and then you may have to tweak the animation a little, rebinarize, check animation and repeat until you're happy.

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Has anyone of you ever managed to change the position of the weapon via the weapon holding animation?

I tried multiple times to lower the weapon to the hip but, only the hands position seems to be changed by the handanim .rtm.

Any opinion would be appreciated.

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You'd need to change the position of the weapon itself, but this would lead to rather odd placement when put on a units back (i.e. when using a pistol/AT weapon). As far as I'm aware that would be the only way to do it.

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You'd need to change the position of the weapon itself, but this would lead to rather odd placement when put on a units back (i.e. when using a pistol/AT weapon). As far as I'm aware that would be the only way to do it.

You mean inside the .p3d of the unit carrying the weapon? Sotosay the weapon proxy? Or inside of the .p3d that is being used to put the hand animation in place?

Thats what i have tried but the weapon stays where it was ingame that way.

Edited by Charon Productions

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You mean inside the .p3d of the unit carrying the weapon? Sotosay the weapon proxy? Or inside of the .p3d that is being used to put the hand animation in place?

Thats what i have tried but the weapon stays where it was ingame that way.

He's refering to the weapon p3d itself, which would fit the animation but as stated likely have issues on the back etc.

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He's refering to the weapon p3d itself, which would fit the animation but as stated likely have issues on the back etc.

Thanks man, that did the job. Will need some fixing for the hands now.

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Another problem that i have is that i cannot reposition the right arm selections.

The left arm works fine, but the right arm always stays in the

position where it originally was.

As you can see in the pic, not only the hand bone can be moved but also the -Leftarm selection

Is there any way to do that with the right arm too?

EDIT: Trying to edit the actual "RifleBaseStandActions" animation to see if that moves the right arm accordingly.

Hope there is another way though ...

Canceling the "Select Animation center (selection)" pop-up window upon export is correct i guess?

weaphold1.jpg

Uploaded with ImageShack.us

EDIT2: That did it :

weaphold2.jpg

Uploaded with ImageShack.us

Edited by Charon Productions

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