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Macser

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Everything posted by Macser

  1. I didn't do anything fancy. Just got him into the lying position, turned out the feet and used the knee poles to keep the legs in check. The "poles" are the little double arrow widgets sitting in front of the knees. Watching you work has been the reason for some of the changes I've made. One thing that still needs changing is the parenting of the arm poles. At the moment you have to pull them way off to the side when putting the character into the prone position, just to point the elbows downward. You can make life a bit easier, until then, by switching off the transform locks for location in the bone panel. I think your pose is ok as it is. It's just weighting of the mesh in the addon is not following the underlying character. At least that's how it looks to me. It's not something you can correct with animation.
  2. The character reference can be put into that pose without unwanted deformation. It's possible there's a problem with weighting of the character reference in the rig. Although it's actually BI's weighting. Not mine. So that only leaves one other possibility. The weighting of the mesh in your pics. Which I assume is a custom addon. Maybe the leg weights are having too much influence over the butt area. Which is only something you'd see when turning the feet out the way you have them in the prone sniper pose. It probably wouldn't be noticeable for general movement. You wouldn't even need to use the roll bones in the legs for that pose either. The pole targets should be enough to keep things in check. Edit: Actually, I didn't notice at first glance. But there's some heavy clipping on the legs of the uniform. I assume that's the character's skin coming through. If so, that explains the mesh collapsing. That could be corrected by a little weight painting in blender, or doing a direct weight transfer from the character reference to the trousers.
  3. Macser

    How to make an addon

    I was surprised to learn the old link still works. I thought it was gone. http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm Is this the same one you tried? I didn't think you'd be bothered using O2light . Assuming you're the same person I think you are. :) By black and white do you mean totally white with shading? Is the addon folder in the same directory as O2?
  4. From looking at the image those verts seem like they didn't get weighted. Default behaviour for any selection not being transformed by an animation, either because there's no weight applied or a file is missing, is for it to drop to the t-pose. In game that means it drops to the ground.
  5. Macser

    Missing KFDATA selection.

    I'd stick to the toolbox. I've used both obj and 3ds over the years. But at some point it became a very hit and miss affair. The Blender 3ds exporter script is fairly neglected at this point I think. So the missing kfdata message is not unusual. I'm sure there's just a simple step you're missing before export with the toolbox. Have you read the manual that comes with it? A lot of people bypass that in their eagerness, and plough straight into the proverbial quicksand. Did you make sure to "tag" the object as having Arma properties that the exporter can use?
  6. Macser

    ArmA III new walking animations?

    If you're using the Arma toolbox by Alwarren you can't import binarised models. Only mlod type p3ds. I'm not aware of any addon/script that can import rtms into Blender.
  7. I don't think there's anything wrong with smaller maps as long as there's something to do. Like the silent cartographer map in the original Halo. Very small. But with objectives to complete it's not really something that preoccupies. The same could be said for the original Ghost recon. Much smaller maps than the arma series is used to. But good missions with clear objectives take the attention away from it. Vast landscapes are great for a bit of exploring. But without something to actually do, the novelty can wear off fairly quickly. :)
  8. Macser

    ArmaRig for Blender

    Thanks. It was intended for A2, even though it's not as active as it used to be. But it seems most of the people using it are modding for A3. Not that I mind. I'm happy it's being used at all. :)
  9. @zulu Yeah. Sorry about that. There is indeed no ejectdeadplayer entry. @NATO2000 If any of the suggestions above don't work, you're talking about hard-coded behaviour.
  10. Sounds for me weren't always a problem. But the card I have now doesn't seem to like OFP. Anything with a high rate of fire will stutter occasionally. Despite the fact the frame rate is smooth and fluid. To reinforce what Krzy said. Configuring cars as tanks is the only way to get them to behave like an armoured vehicle. The Arma series still doesn't have a global mass system. Where an objects own mass determines how they interact with the environment. It's class based. Even with scripting it's almost impossible to make a wheeled armoured vehicle. Even if it weighs a million tons, it'll still get bumped from road signs and individual trees. So the best you can do is either put up with the limitations in the car class, to have functioning wheels, but no missiles. Or make it a tank and deal with the inherent limitations like turning on a central axis. Although you gain missile weapons.
  11. Ejectdeadplayer, ejectDeadDriver, ejectDeadGunner, ejectDeadCommander, ejectDeadCargo are entries that sit inside the CfgVehicles class, within the config.cpp, for the addon in question. A value of 1 is the equivalent of "yes". As in, yes I want the crew to eject. A value of 0 is no. Keep the crew inside the vehicle after it's destroyed. If you want to edit global behaviour you'd have to use a config.cpp inside a custom mod folder. In much the same way as ECP, WW4 etc. Capitalising text in a post is the internet equivalent of shouting. :)
  12. The uv tools are still excellent. Baking can be a bit fiddly. So xnormal is still a better program for taking care of that side of things. Which is something common to a lot of of 3d apps. Depending on the model though, you can get good bakes out of Blender going straight from hi to low. But not very often. Weighting is actually very well catered for. Being able to see the deformations in real time makes life a lot easier. Weights can be transferred from mesh to mesh too. Great for setting up accessories and clothing with a pre-weighted character. If you're artistically inclined you can paint directly onto the model too. Using the arma toolbox retains all the relevant data. Weights, Uvs, materials and rvmat assignment. You can set up your lods with named selections and apply mass to geometry. Although Alwarren (author of the toolbox) thinks there may be something glitchy about the geo export. And of course the ability to generate animations. Best way to judge it, is on emperical evidence. :) I've never used FBX for much. But from what I understand it can be hit and miss.
  13. If you have access to all those programs it's going to boil down to personal preference, and previous experience. I'd suggest trying at least 2 of them for a short period, and see how it feels. The software, as Pufu said, is only important up to a point. The rest is up to you. If you're serious about doing it, you can put in the time to learn how to use the software of your choice on a technical level. Then it's a matter of skill and aptitude. Given the style of game, artistic ability is a definite plus, but not required. I'm biased towards Blender. But that's not because it's better, or because I think it's better. I can't stand that tribalistic nonsense. All of them are flawed in some way. All of them have advantages. And all of them require study if you want to get anything decent out of them. All of the apps you mention have been used to create countless works. A good dedicated artist (hobbyist or professional) will produce quality anyway. No matter what they use. I'm not saying that because I consider myself such a person. It's self-evident. Don't expect one program to emulate another. Take them as they are. Learn how to use them. Put it into practice. Good luck to you. :)
  14. Macser

    ArmaRig for Blender

    Yeah. Pain at the thoughts of having to edit all those animations. There's a reason it's not the most popular aspect of modding. :D
  15. Macser

    Animation Issue When Using Binoculars

    Standard behaviour as far as I know. I can't think of any way of affecting the speed at which the items appear/disappear. It's possible it exists. But I don't know of anywhere it was used if that's the case.
  16. Macser

    Crossbow Addon

    Your best bet is to make a request in the addon request thread. Which tends to get a little more activity. If anyone still has it, I'm sure they'll put up a copy for you. :)
  17. Macser

    ArmaRig for Blender

    Hello. I'm always glad to see someone else getting into this subject. Hopefully you'll get some enjoyment out of it. :) There's no "bone" as such for the pistol. At least there's no reference to one that I've seen in the examples. Apart from the proxies themselves. Which is why it's part of the right hand selection in O2/Object builder/in-game. As opposed to the primary and launcher weapons. Which are dedicated animatable selections in themselves. I don't know what the situation is with proxies in A3, but I suspect any animations that affect them are still hard-coded. So that leaves the animator with using the right hand to position the pistol. It's there just as a reference only. Nothing else. So you can get an idea of how it looks. It's very easy to bring in a new type of pistol mesh if yours differs slightly from the default stuff. But I don't see any way of animating it directly, unless a bone is specifically added to the rig. That actually is possible. The problem though is that once you do that you'll need to edit every rtm in the game. As they won't contain information for the new bone by default. Bones without any transforms/rotations from an rtm will immediately drop towards the ground, as the default position for the character is the one you see in O2. Basically your zero frame, or "t-pose". If there was a way to import rtms into Blender or another app, then they could be re-targetted much more quickly. Still a fair bit of work though for one bone. Alwarren has said it's a feature he'd like to include in the Arma toolbox. But it's a bit more involved than the export process. And of course he's got other things on-going, like CUP and his personal work.
  18. Macser

    UV Map & texture applying

    I wasn't being cranky. Just in case that's the impression you got. :) But that tutorial is still relevant to what you're doing. The process has changed very little over the years. You said you have the model uv unwrapped. If that's the case then all you need to do is exactly what you just posted. Hit E to bring up the face properties and give the path to your base texture. The diffuse. Then add the Rvmat assigning any extra maps you might want to include. Like normals, specular or Ambient occlusion etc.
  19. Macser

    UV Map & texture applying

    http://www.armaholic.com/page.php?id=4202 I'm sure there's others. This tutorial by soul assassin may be slightly older.But the process is still relevant. One of the first results for a google search by the way. :)
  20. Macser

    Arma toolkit for Maya

    That is an option of course. But the Op's opening statement doesn't indicate it's one they'd like. I'm assuming that means, "I love Maya and hate everything else". :)
  21. :D Now I'll have to try it again. Nice to see you finally got sorted out Thobson.
  22. Macser

    Arma toolkit for Maya

    You hate everything? That's a bit extreme. If there's nothing of that nature available for Maya, it's just because there aren't any Maya users with enough interest or skill to do it. It might happen at some point. But currently It's just not an option. For the moment I think there's only 3 other apps catered for. Max , Blender and I believe there's something for Modo. I'm not sure about the feature lists they offer apart from Blender. Which I suspect you hate. So I won't elaborate on it. :D
  23. Macser

    ArmaRig for Blender

    I created a slightly different version of the rig and updated the first page. The parenting for some of the bones has been removed, and replaced with "childof" constraints. This allows the bone's parenting to be switched by the animator. It also allows for keyframing of the influence value. Practically this means you can stack the same constraint more than once for the same bone and keyframe what's called a "handoff" during an animation. Where the bone can switch parenting during the sequence. Either locking to an empty object or another bone in the rig, and back again. If you see the child bone pop out of position when you initially switch the parent, don't panic. Just hit the "Set inverse" button. The bone's position will be updated relative to the new parent. An important note while using the childof constraint. If you decide to change the parenting via the constraint, remember to change it back to the appropriate parent when editing a different sequence. Each animation records the bone transforms with the parenting used at the time. For most of the stuff you'll do you may never bother changing anything, in which case the rig operates as usual. Animations (actions) created with the previous version (Version 6) may not work correctly out of the box with this one. So bear that in mind.
  24. Macser

    A blast from the past

    Or that too. :D
  25. Macser

    A blast from the past

    JDB is keeping the ship afloat over at OFPinfo as far as I'm aware. Perhaps it could be hosted there along with a copy of the mission, if you still have one? It might be worth sending him a PM to check it out, if he doesn't happen by this thread.
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