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Macser

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Everything posted by Macser

  1. Macser

    Operation Autumn Forge

    😄 At this point, OFP is retro style. I remember that mod you mention. I thought it might've been Mercer. But he probably would've mentioned it to you. I think Prof tournesol did something similar to see how unit numbers affected frame rate. He went pretty low on the detail as I recall. But it didn't increase performance much. I assume the AI itself is still a big drain, regardless of model complexity.
  2. That's the latest version. 2.93. It dropped win 7 support. But the earlier versions should be ok. I think you'd be safe enough with something like version 2.8.
  3. Macser

    How do I define unique voices?

    That mod likely did what most do. Repath from default sounds to a set of their own. Of course there is the CfgVoice class in the config too. Which has elements referenced in CfgFaces. Speaker=Whatever. But I haven't explored it personally. So I can't say how much that would actually allow you to do. There is also a Voice.PBO in the DTA directory. This is the source for the sounds referenced in the Cfgvoice class. So perhaps it might be possible to create a new "character". I don't know.
  4. A constrained Ik rig built in Blender.Aimed at A2/A3. Intended for use with Alwarren's Arma toolbox. Static and hand anims can be exported direct to PBO. Dynamic animations like walk/run cycles can be also be exported directly with some extra work. I'm not an expert on the internal workings of Blender. Nor would I consider myself a grade A rigger/animator. So bear that in mind if you find mistakes or bugs. DOWNLOAD --------------------------------------------------------------------------------- https://www.moddb.com/games/arma-3/downloads/armarig An experimental version of Armarig. Set up to allow the import of rtms, without complete loss of IK functionality. As stated it's experimental. So certainly not perfect. But where I can improve it, I will. DOWNLOAD --------------------------------------------------------------------------------- https://www.moddb.com/games/arma-3/downloads/armarig-im It does require you to use an import script, obviously. In this case one with a few extra options. From the author 4d4a5852. https://github.com/4d4a5852/rtm_import/releases/tag/v0.5 On import you'll have a couple of extra options in the import menu. Here's what I use: The rigs are compatible with Blender 2.9. They should work with earlier versions. But you may get warnings about lost data.
  5. Macser

    ArmaRig for Blender

    The first page has been updated with some new information. Links have been refreshed and one addition has been made.
  6. Macser

    ArmaRig for Blender

    The first page has been updated with a couple of links.
  7. Macser

    ArmaRig for Blender

    Sorry I haven't replied sooner. I haven't experienced any problems while moving the fingers. Could you cite an example of what you mean?
  8. Macser

    How to make an addon

    Ok. Well that's the best place to start. Weapons are a great introduction to addons, as they're relatively simple to get working. I'd suggest going with that first.
  9. Macser

    How to make an addon

    I know "mod" and "addon" can be interchangeable words in other communities. But generally "addon" refers to smaller projects. Like weapons, vehicles or characters. "mod" usually refers to something larger that affects gameplay, or the overall look of the menus. As well as adding new content. If you know how to make a self-contained addon, you have the basic knowledge to make a mod. How far have you gotten with brsseb's tutorials? Did you successfully complete them?
  10. Macser

    ArmaRig for Blender

    It's not exactly ideal. And would mean messing about with some of the other bones in the chain. If you select the hand bone and hit Shift-S "cursor to selected", that should give you a good location. Then select the ik target, for the hand, and hit Shift-S again. This time choose "Selection to cursor". After that reactivate the ik constraint if it was inactive.
  11. Macser

    How to make an addon

    That tutorial is for a much older version of Blender. 🙂 What do you mean by advanced exactly?
  12. Macser

    The Code Blue Thread

    Most of the links on threads of that era, and older, would be gone. Not surprising. The links to the beta addons, on Ofpinfo seem to be ok though.
  13. Macser

    Silent War: Polish-Belarusian Conflict

    I've been playin around with the addons in the editor. Very high quality work all round. Even for a "teaser" there's enough there for a mission builder to create some decent missions. Kudos to all involved. 😉
  14. Macser

    ArmaRig for Blender

    I'm not sure. What method are you using to export? BVH? Or the arma toolbox? Secondly, I don't recognise that rig. Maybe it's the modified one Ruff posted above? @ruff It'll work where ever a bone in the rtm matches a bone in the armature. But not the ik targets (red triangles in this case). You could try snapping the ik target to the hand bone after import.
  15. Macser

    Silent War: Polish-Belarusian Conflict

    👍Excellent. I've been looking forward to tryin this out.
  16. Macser

    ArmaRig for Blender

    If you mean the script on github, I'm familiar with it. It works fine, but it can't deal with Inverse kinematics. Which is presumably why the constraints are disabled by default on import. If you don't, you get quite a mess. Because the Ik targets have no key frames within the rtms to drive them. So nothing is "broken". It's behaving as expected. It's not a simple process to build the rig to accommodate rtm import and retain IK functionality. Although it's possible.
  17. Macser

    ArmaRig for Blender

    Well, you'd have to retarget some of the constraints too. Even if you'd duplicated objects. Which you can't by default. But selection can be switched on and off from the outliner. Look for the arrow icon beside the object in question. In the meantime, this is a temporary blend file. Be careful though. Another character will make things more awkward. http://www.filedropper.com/armarigv63dual
  18. Macser

    ArmaRig for Blender

    First page updated with a link to Version 6.3. Some constraints have been added and things tidied up slightly.
  19. Macser

    ArmaRig for Blender

    Maybe you're talking about hand anims? Hand anims would override what ever exists in the static, presumably.
  20. I pulled the toolbox folder out of the master, zipped it up and installed as usual. That version works. It's mentioned here: https://github.com/AlwarrenSidh/ArmAToolbox/issues/25 Thanks for the responses though. 👍
  21. I'm using 2.9 and 2.83 with version 3.0.4 of the addon. Neither works unfortunately. I only have the option to add or remove single frames.
  22. Hello. I'm not saying it doesn't function as an addon. It does.The problem is the newer versions seem to have lost a couple of options from the rtm section. Adding a single frame at a time is ok for anything under 10-20 frames. But it's not really useful for multiple actions with 50 or more frames. I may have to revert to using 2.79 for a while. But I'll probably have to rebuild some rigs in the process. The bone constraints don't seem to be backward compatible. My query is more about character animation than modeling. 🙂
  23. Macser

    ArmaRig for Blender

    I haven't done any anything with that rig in a long time, but that sounds very odd. I suspect the bone constraints may be broken post 2.7X.
  24. Hey Al. Do you intend to return the ability to add all key frames in the timeline? Unless I'm missing something, it's only possible to add 1 frame at a time at the moment. Same question regarding the vector fields.
  25. Macser

    Sights are off

    Like Krzy said. There's no point trying to get it pixel perfect. You can get close though, with a bit of patience. He's probably spent more time looking into that kind of thing than I have. :)
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