shinkicker
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Posts posted by shinkicker
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Sussed it out with help from Bad Benson, i needed to zero the root bone.
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Hello All,
I am trying to get my own custom made anims in game. I made some good progress with the help of Thromp / Sealife, but now I am stuck.
For now I am keeping it really simple with a head nodding, arm waving model.
My animation works in game, but the only thing is that the player model sinks halfway into the ground.
Here is my work flow..
1. Load BISkeleton.P3D into the game.
2. Set Points > Transform 3D > Show Local Axis 'on'
3. Create a '-0.500000' starting point.
4. Create the next time frame. '0.000000'
5. Animate my the skeleton into a starting position in the timeframe above.
6. I then start to use rotate to move around the limbs (never beyond a natural limit), creating a new frame each time.
7. I finish the animation at '1.000000'
This is the result:
https://www.dropbox.com/s/caehkhol8kx8lsd/Arma3%202013-08-23%2023-29-30-57-1.mp4
I have also tried 'Auto Time'. Lifting the skeleton above the ground level line in oxygen, everything I can think of.
I have also confirmed that its not likely to be my config.cpp / model.cfg, as when I set my 'file=<file.rtm> path to a different anim (not made by me), it works with no issues!
I have been trying to resolve this for a few days now, but I am beat!
Any help would be great!
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As massive stalker fan, following this thread attentively.
It would be great to see city of pripyat multiplayer mmo type experience, but with the SP metrics such as trading, factions etc, as opposed to deathmatch.
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No, i do not have a pilot view? I will try to set one up now. Any advices?Copy an existing lod (1000) and the remove everything you can't see from the drivers view (wheels, side, front panels etc) - call it 'View Pilot'
Then do the same but from the passengers perspective - call it 'View Cargo'
Its also likely your missing a few other things as well (such as a driver / passenger proxy).
See the following (it looks old, but still relevant):
http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson2/lesson2_h.htm
In fact go to start of the lesson anc check you have everything.
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Do you inherit from anything which might have been changed? i.e. what external class references do you make?
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Must be something in your view pilot which is causing the crash. Did you have a look in your RPT file for any errors?
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nice one. reminds me of fluttershy's signature a bit though. looks a bit like the head model is caucasian ;) doesn't matter though. great textureThe sig was not the inspiration, I can promise you that. Its more that m_african is already present (as is a greek, asian etc models). The head is african too, but I pot marked the skin and added the wounds.
This is the greek model, but I have gone off of this one and want to redo it http://i.imgur.com/FMHJJku.jpg
On a separate note, why on earth does BI not allow you to link to an off site image greater then 100kb? Makes no sense at all. Its not there bandwidth getting used. Its a pain in the ass having to make your own thumbnails each time.
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Very nice used up bloodsplatter clothing, to bad getting in different skin textures is a hard task to tackle.Never the less well done.
Could i ask for 1 Model with Sandels and socks? Just for the fun of it ^^
Hi Fluttershy.
I am reworking all of the skin textures and hope to have quite a different number of infected types;
Here is the latest guy based on the African Civilian:
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I will test it out and report back if any progress.
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Any news on a rigged skeleton?
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that looks great. very l4d2-esque. my only suggestion would be to add some slight yellows and greens (very slight) in the mix to make it look more rotten/foul. right now it almost looks like a fire demon made from ashes :Dstill very nice. i bet they are scary at night.
I am thinking of maybe re-looking at the skin textures, they are to dark.
Here is the whole gang:
http://i.imgur.com/yWxMN8G.jpg (356 kB)
Going to start on other units eventually.
Bad Benson, I need to catch up with you on skype sometime. I am delving into animations for the first time (a world of confusion, filled with old ofp links that 404)]. I noted your maya skeleton and some good progress on your end.
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Tupolov, this is really looking great.
A few of these would look great for takedowns, and a lot of them are taught to special forces (like krav maga for Israeli soldiers).
https://www.youtube.com/watch?v=uwFwtVH1zjU
The difficult part might be having the receivingunit tuck in close the player.
what are you using for creating your anims and getting them into O2? The punch looks great. Did you mocap it somehow?
Currently on a fact finding mission, before I finally get into trying to make my own anims.
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Everything is possible in Armas long as you have imagination and belief :)So Thromp, how are you going from Blender to O2 with your animations? Are you rigging in blender and then doing the animations in ofp anim?
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@shinkicker you have me curious. I can't think of a single reason why you would need to pass unbinarised rvmat for anything. yes, you can, but I can't see any occasion where you would need to.I always thought binarised rvmats do not work? I must have have been wrong.
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Just starting to re-texture the infected:
http://i.imgur.com/5DfHzaz.jpg (120 kB)
Does this board still seriously have a file size limit even when the file is hosted elsewhere?
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In A2 you do it all in rsctitles.hpp
I had a quick search and found a pastebin from dayz http://pastebin.com/SB25KjwT
The stuff you want is,
RscDisplayGear
RscDisplayLoading
I think you will also need to have an include in your description.ext (iirc)
include #rsctitles.hpp
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total fail on the topic subject, that was meant to be 'Is it viable to use damage proxies on a unit'
I don't know to much about A3's damage system yet, and this is based on what I know about A2, but I am working with A3 now so thought it better to ask here.
With vehicles, when you damage a wheel beyond a certain ratio, the wheel model is replaced with a damaged proxy, using hide, unhide. For example..
class wheel_1_1_destruct_unhide { type="hide"; source="HitLFWheel"; selection="wheel_1_1_unhide"; minValue = -1; maxValue = 0; minPhase = -1; maxPhase = 0; hideValue = 0.010000; };
Would it be viable to do this with a unit? So you would set the named selection as follows:
class left_arm_unhide_stump
{
type="unhide";
source="HitLeftArm";
selection="left_arm_unhide_stump_selection";
minValue = -1;
maxValue = 0;
minPhase = -1;
maxPhase = 0;
hideValue = 0.010000;
};
Set up the named selctions in memory LOD for 'left_arm_unhide_stump_selection'
Then we would hide the left arm of the model and replace it with a bloody stump when impact is made against the hitpoint 'HitLeftArm'?
Are there any caveats I am not seeing here?
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delete please
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So within the Config Viewer is 'Preview Class' , hoovering the mouse over this button shows a context with 'create the vehicle / weapon under the cursors position'.
Clicking this does nothing apart from make a mouse click type noise.
'create the vehicle / weapon under the cursors position' makes no sense as your cursor is not situated over the 2d map, its over the class viewer.
Has anyone made sense of how this works? Is it meant to give you an ingame preview of the model?
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Interesting discussion, I have been looking to do something similar to this.
One part missing here from what I can see is how to implement the values in the array when its only night time or foggy, or is this already looked after by engine itself? I suppose what I mean is, will those values not also dumb down during the day / clear weather too?
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Would anyone be able to help me?I would like to use the save player option regardless of death. Traveling a distance to get to a battle is fun, but I would like to do it only once. So once you get to the battle you would save your player. Then if you die, you would just respawn back in to the place you saved last. This would be a great help. Thanks.
It should be that way as default, for example I had to code in call for when a player dies to stop them spawning back to the same spot again.
---------- Post added at 14:02 ---------- Previous post was at 14:01 ----------
Is there anyway to use this for wasteland to give custom loadouts?Might be better to use addWeapon, addMagazine etc for that.
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Hi Eagledude4,
Did you use BinPBO and if so did you add .rvmat as a file to copy directly and not be binarized. That one got me before. You set it under options...just add ;*.rvmat
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Hi,
I am also taking another crack at this having given up in the past.
The part I can't make sense of is how to map the Model Animation classes to the proxy in oxygen?
For example, I have the following wheel hide / unhide animations:
class Animations{
class damageHide
{
type="hide";
source="damage";
selection="damageHide";
};
class wheel_1_1_destruct
{
type="hide";
source="HitLFWheel";
selection="wheel_1_1_hide";
minValue=0;
maxValue=1;
minPhase=0;
maxPhase=1;
hideValue=0.99000001;
};
class wheel_1_2_destruct
{
type="hide";
source="HitLBWheel";
selection="wheel_1_2_hide";
minValue=0;
maxValue=1;
minPhase=0;
maxPhase=1;
hideValue=0.99000001;
};
class wheel_2_1_destruct
{
type="hide";
source="HitRFWheel";
selection="wheel_2_1_hide";
minValue=0;
maxValue=1;
minPhase=0;
maxPhase=1;
hideValue=0.99000001;
};
class wheel_2_2_destruct
{
type="hide";
source="HitRBWheel";
selection="wheel_2_2_hide";
minValue=0;
maxValue=1;
minPhase=0;
maxPhase=1;
hideValue=0.99000001;
};
class wheel_1_1_destruct_unhide
{
type="hide";
source="HitLFWheel";
selection="wheel_1_1_unhide";
minValue=-1;
maxValue=0;
minPhase=-1;
maxPhase=0;
hideValue=0.0099999998;
};
class wheel_1_2_destruct_unhide
{
type="hide";
source="HitLBWheel";
selection="wheel_1_2_unhide";
minValue=-1;
maxValue=0;
minPhase=-1;
maxPhase=0;
hideValue=0.0099999998;
};
class wheel_2_1_destruct_unhide
{
type="hide";
source="HitRFWheel";
selection="wheel_2_1_unhide";
minValue=-1;
maxValue=0;
minPhase=-1;
maxPhase=0;
hideValue=0.0099999998;
};
class wheel_2_2_destruct_unhide
{
type="hide";
source="HitRBWheel";
selection="wheel_2_2_unhide";
minValue=-1;
maxValue=0;
minPhase=-1;
maxPhase=0;
hideValue=0.0099999998;
};
How do I map those to my damaged wheel proxies.
For example I have my proxies in place:
And the animation named selections:
But I have no idea if that's correct at all as its difficult to understand without visual reference.
Thanks in advance for anyone that can help. I awoke this thread, rather then start a new one.
---------- Post added at 15:07 ---------- Previous post was at 15:02 ----------
Also, does anyone know of an MLOD I can look at to see how this is all done.
There are the BI example models, but they have all the damage selections stripped out :(
Custom Animation makes player mode sink
in ARMA 3 - MODELLING - (O2)
Posted
Sorry for late reply (bank holiday weekend).
Bad Benson has already outlined this quite well, in the end I found the lifting the whole skeleton so the feet were ground level did the trick. The interesting part was doing the same in O2 did not have this result.
> when you save your animation as a .rtm via the Export Matrices function (shows when you right-click they keyrame animation panel in O2) it will come up with a window asking you to "Select Animation Center"
Mine was not doing this, turns out that 'pelvis' was set a value under File > Options where there is a stakeholder for "Select Animation Center"
I will try and reset this to 'root' or 'spine', see if it makes any difference.