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About shinkicker

  • Rank
    Staff Sergeant


  • Interests
    Mod'ing and brazilian Jiu Jitsu
  • Occupation
    Solutions Architect

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  1. shinkicker

    Uniform Weights

    I just take the arma example model in Samples, line it up with my new uniform and then use 'Skin Wrap' in 3DS max to transfer over. From there I add in some static animations (prone, arms in air etc) and then clean up the vertices when things contort to much. An example done using skin wrap:
  2. shinkicker

    2017mod - full conversion mod

    Thought I would post up a few of the characters
  3. Many thanks to Bad Benson! You need these to enable walk (tweak the value below zero to change speed of movement)
  4. I now have my animations and rigged character in game. Seems if a joint extends even a tiny bit beyond the mesh, it won't move, so that is resolved now. I am now wondering how to get walk cycles to work? My character stays on the spot. There is the following section in O2, but no documentation on how to use it. Has anyone used this before? What values map to each entry field?
  5. You're right. Just checked. The skin weight of the terminating joints get passed over with the mesh, but if you import your skeleton its always missing the last child joints. Must be a bug.
  6. shinkicker

    Arma LODS Tutorial

    I am going to do something on that. Could do a skin wrap overview and bring that into game.
  7. shinkicker

    Arma LODS Tutorial

    Someone on my youtube channel was having troubles with creating a geo LOD, so I made a video tutorial. Thought I would share it there. If any veterans notice a serious mistake, let me know and I will annotate. If useful I will do some more. God only knows how much struggled to learn this myself in the past, so its only right I try to save others from the same lack of info pains.
  8. That would be really useful. Do you know if there are any factors that make it problematic to go from Maya > FBX > RTM. As I say, everything is ok in Object Builder, but I always get problems in game.
  9. shinkicker

    What tool to use for binarization?

    Pboproject again. It handles prefixes correctly and also debugs my configs for me. Its a lot quicker knowing I missed a , or ; while building then having to try and load up the game to then find it fail.
  10. The part that I could really use help with is getting my own animations and skinned character into game. Here is what I mean: 1. I export my character from Maya with all the skin weight data and then again with my animation data baked in with full the joint hierarchy. I have tried this part with hundreds of different FBX option variations to try and guess what is the best way. 2. I then import my mesh separately with all the skin weights into Object Builder. Everything looks good. 3. I then import my animation data. Set the t-pose to -0.5, the first frame to 0.0 and the last to 1.0. I then do a 'Auto time 1'. 4. I test the animation out in Object Builder by going through the key frames. Everything looks great! 5. I create a model.cfg using the same joint hierarchy as my skeleton. I set up a basic gesture cfg to test the animation. 6. I export matrices to an RTM file. 7. I binarise and load the addon. 8. Start the game. From here, something always goes wrong. Usually part of the mesh distorts. It seems keyframe data is not being fully realized by the engine in the same way as in object builder, so joints are left isolated where as the rest deform with the animation data. Its not mesh issues, as the t-pose without the animation is fine. As said it also works fine in object builder. I have spent so many hours trying to crack this now. Every time changing one small detail and running through different work flows. I can do the whole thing into Unity / UE4 with my eyes closed, as its quite well documented. But I cannot find anything to give me a direction to take. If you guys could share this part of your work flow, I would be really grateful. Perhaps you could just show your FBX export options / animation baking options?
  11. shinkicker

    Arma 3 Server monetization

    EDIT: Read Johny's reply and I am ok with this now. Especially means if action will be taken against those monetizing without permission.
  12. Sorry for late reply. This is what I have after verify game cache: http://i.imgur.com/mU1t9ed.png (156 kB)
  13. shinkicker

    Legal violations by A3L: Arma 3 life

    I am expecting 2017 mod to get a lot of assets ripped out when we release, so I am sure I can learn from this. To be honest we won't be able to stop people doing what they want, but I would like to draw the line at any using it commercially.
  14. Both are installed: Unless I meant to install both architectures, or there is no 64 bit support yet? ---------- Post added at 20:44 ---------- Previous post was at 20:42 ---------- EDIT; Its the same error with x86 ---------- Post added at 20:54 ---------- Previous post was at 20:44 ---------- edit 2; Worked out the issue. Object builder requires 2005 and a specific version at that I looked at the manifest: INFO: Parsing Manifest File E:\SteamLibrary\SteamApps\common\Arma 3 Tools\ObjectBuilder\ObjectBuilder.exe. INFO: Manifest Definition Identity is (null). INFO: Reference: Microsoft.VC80.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195" INFO: Reference: Microsoft.VC80.MFC,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195" INFO: Resolving reference Microsoft.VC80.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195". You need to use the following exact MFC update to resolve the error: Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update My suggestion is 2005 is added to the _CommonRedist folder (there is only 2010 & 2012 in there), or better still compile under a more readily supported vs release.
  15. Just got the Helicopters DLC update and now I can't use Object Builder. I keep getting this error: I have tried completely removing the tools and installing again, not helping though: