smookie
Former Developer-
Content Count
500 -
Joined
-
Last visited
-
Medals
-
Medals
Community Reputation
11 GoodAbout smookie
-
Rank
BI Developer
Contact Methods
-
Skype
smky2k11
-
Twitter
_psmk_
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Nothing is tedious, everything is a mess!
-
You have just shown the previous state (You could try rolling back to earlier update to see it if you don't remember). The issue with what we had there was that the engine was unable to properly handle optics when weapon was tilted (misaligning of 3d optics). Thus the reason to introduce poses with weapon held vertically (restoring proper optics work), even if the poses do not seem to be comfortable or plausible (well aware). Should more engine possibilties arise, we may possibly go back to previous state.
-
Pistols are still not showing in the holster...? is it that hard to do?
smookie replied to Tyl3r99's topic in ARMA 3 - GENERAL
Pistols do not have seperate bone (like rifle or launcher), the meshes are plugged into right hand socket. Unfortunately, a mesh cannot be dynamically replugged into another socket during gameplay (needs to be faked with another holstered variant of pistol model). While the issue seems trivial, it will require a lot of work with only visual benefit. -
All animations ever done for ArmA 3 were done in Motionbuilder :)
-
Animation - explanation of the magic behind
smookie replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Send your model and animation to me and i will take a look- 121 replies
-
- animation
- explanation
-
(and 1 more)
Tagged with:
-
Animation - explanation of the magic behind
smookie replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's exactly the position of the head relative to proxy position. Your best bet is to place head bone at 0,y,0 point of the animation and ensure the proxy is centered in the aircraft.- 121 replies
-
- animation
- explanation
-
(and 1 more)
Tagged with:
-
Animation - explanation of the magic behind
smookie replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I am in the process of creating a tutorial for Motionbuilder on simple animation creation and importing into the engine. Perhaps, if i get motivated enough:P, there will be one for 3DS as well.- 121 replies
-
- animation
- explanation
-
(and 1 more)
Tagged with:
-
That would be cool, yes, but it is probably the same issue:
-
Most likely I will end up creating several animation sets for turn out FFV positions so you might be able to fit them to existing vehicles with more ease. Adjusting positions in FFV is currently not very well doable but it's something i am personally interested to have (in more fluid manner) in future (far rather than near though). And worry not young padawan, implementing is straight-forward! :)
-
Animation - explanation of the magic behind
smookie replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
BTW if you need quicker reply, just add me on skype. It will be much easier- 121 replies
-
- animation
- explanation
-
(and 1 more)
Tagged with:
-
My reply does not come from the fact i am BI Dev (remember silvador is sold by BISim, not BIS - different company) but from the fact I (my vbs stuff company) was interested in buying it myself and received this answer from first-hand source.
-
PvP Animation replacement/enhancement pack
smookie replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Maybe :) -
PvP Animation replacement/enhancement pack
smookie replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
All of the above is correct. I am currently full-time character animator for ArmA3 and the only character animator for Ground Branch. I will not be porting this mod to ArmA3 but my personal wishlist for ArmA3 has been updated with some of features from this mod not yet implemented in A3.