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Found 45 results

  1. Hi everyone, I've been struggeling for two days now with this and I cannot find what's going on. I'm modelling a fire ladder. Everything is animated in the Geometry LOD and all animations are working on the Bulldozer: When I go ingame, this animations does not seem to work... well, not at all. I explain: When I collide the ladder with a building, the ladder crash, so yes, It has geometry. When I lower down the supports, the ladder is risen in the air, as it should be. So again, geometry is animating. But when I collide with any of them with the player, I can go through them... like the animation collision has not moved for the geometry... but, why is it colliding with the other objects? Of course, geometrys are all convex, closed, has correct selection names, etc etc etc. Am I missing something? Thanks in advanced.
  2. Hi everyone, i ve made my own carrier template with the crew shooters animations extracted from the original Jets Showcase mission. Everything works fine BUT this only works fine with one group of deck shooters, if i want to replicate the missionFlow.fsm and playLaunchAnims.fsm for an other deck shooter group the system fails, i share my mission template for everybody who wants to help and improve this shooter crew template. To use this system just call the crew deck with radio Alpha by pressing "0-0-1" ingame (Left aircraft catapult). PD: the "missionFlow.fsm" and "playLaunchAnims.fsm"are made and edited form the original showcase mission from Jets DLC (NO ADDONS NEEDED). Thank you and i hope u can help me with this and share it for all arma editors. Carrier and Shooters Tamplate Mission: Mission V3 ENJOOOOYYYYYYY.
  3. Do you think it is possible to implement the effects from Project Reality and/or Squad? I'm not sure about if you can or not. I've been thinking about trying to make a new type of particle fx mod sort of thing like Blastcore but it's just thoughts. I just want to see if anybody has a opinion on this Idea. Or if you could help me with this project.. You can contact me through Email or Steam.. Or just reply!
  4. My question is not about scripting animations in, but about producing animations itself, for Arma specifically. As I know that @smookie did it initially on his own for his animations addon (now part of Arma 3). Any experience somebody could share with a rookie? Specifically, whether it's possible to create some simplistic animations at home, with inexpensive equipment, or perhaps without equipment at all? Let's suppose we don't care much about resulting quality, whether it will look awkward or something; we are fine with some crude, schematic animations, the main criteria is it to be as easy to produce as possible. What needs to be done to receive a final Arma animation file with ".rtm" extension? What is the format of this file, how to produce it? Is it some kind of standard file format to store motion capture data? Is it possible to get motion capture data from some other game, or from some kind of generic motion capture collection library and re-purpose it to use in Arma? How it's done? For example, here are libraries like this http://mocap.cs.cmu.edu/motcat.php or this http://mocapdata.com/ Is it possible to somehow turn those MOCAP files into Arma's animations easily, and how it's done? In particular, none of those files have ".rtm" extension. Will they need to be converted to be compatible with Arma engine? What tool is used for this? How can one make sure those animations will fit Arma's models, and if they don't, how can they be easily modified so they start to fit? Another question is regarding adding new items (as 3D models) to the game and "teaching" default models to hold them in their hands. For example, making a soldier's model to carry a hammer or a knife in the hand and strike with it. I believe atm you can't hold in your arms anything except firearms and military equipment. Is it possible to implement with addons, and how difficult it may be? I suppose you could borrow a free to use model of, say, knife anywhere on the internet and simply import it into your addon, then you could simply add a new animation "striking with a knife", tweak it a bit to fit Arma's soldier model and it's done? Or is it more complex than that?
  5. WHAT AM I TALKING ABOUT? The purpose of this, in theory, is to have more natural-looking suspension animations, using the weighting and IK that characters benefit from. This would allow larger vehicles with highly visible suspension parts to be represented in a more accurate manner, and it would give modders the chance to enhance their existing vehicles. There's probably a bit more involved in the set up process than what I describe, but here's the basic rundown: Step 1 Put all the moving suspension components of a vehicle into a separate p3d, and give it a custom bone hierarchy, similar to a character set up. Step 2 p3d alignment. Place a proxy in the vehicle's main model, in all pertinent LODs, correlating to where the pin of the suspension model is. Step 3 Create a script that tells the end moving parts of the suspension to follow certain vehicle memory points. This is the part that would stump me, because my specialty is in the artwork, and not the scripting. It would be like including a soldier already in the vehicle, even before a player or AI entered, and that soldier could never leave the vehicle (apart from being written into a destruction script). In the same way that his hands follow the steering wheel, pilot stick, or throttle stick, or how his feet can follow the pedals, so too would the suspension model parts follow the suspension memory points, retaining their IK linkage. Notes - The actual functional suspension (that is, the coded parts that really influence the vehicle behavior and performance) will still use the same basic translation animation. - The IK suspension would only be for eye-candy, and should not stray too far from the path of the actual suspension. - If the technique works well, without using too much processing power, then it could be used in ANY animated parts - not just the suspension. Examples: The TOW linkage on the M2A2 Bradley. Aircraft flaps, rudders, ailerons, etc. Hatch/canopy/door animations Folding/packing stationary weapons. - For low-poly (distant) LODs, consider using the standard suspension animation method, or exclude it altogether. - A reminder that this is all theoretical, currently. If anyone has had success with this, or if you think you can give it a try, then please give your steps, ideas, or input freely!
  6. Hi, This is a config / terrain builder question not quite sure where the problem is any help would be appreciated! Ive got a house model in game this is its config: class Land_VehiclePadCornor: House_F { scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; armor = 999999; armorStructural = 999; author = "Article 2 Studios"; model="P:\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle sound = "ServoRampSound_2"; }; }; }; It works fine when I place it the Eden Mission editor in that it cannot be destroyed as Ive given it high Armour values in the config. However when placed in Terrain builder it can be destroyed, in addition my add actions and animations do not seem to work on versions placed in Terrain builder. I also ran a small script to test the problem using the nearestObject scripting command, when I ran the test on buildings in Altis it returned the buildings classname when I tested it on my buildings it returned just empty string. The only information on this forum Ive found seems to suggest to link the config and the p3d file you add "Land_" followed by the p3ds file name to the class name and it should work, but this does not seem to be the case for me. Thanks for reading.
  7. Hey, I have a team working on a mod right now and we cover a majority of the necessary bases, however one area that we lack in is experience in doing animations for Arma. I will pay on a per job basis (you name your rate) immediately upon completion. Here are a few things to note: We may need a couple of custom animations created on Arma's base character mesh. We will have many custom made models ready to go, this will be the bulk of the animating work (typically simple things like doors, but occasionally there may be more advanced) All we need is the for the animator to take the mesh and create the animations we need and then hand it off to us, we'll take it from there. Thanks for your interest! Please leave me a message if you have any questions!
  8. THS Tactical Hand Signals by Emperias & zgmrvn When distances are too long for voice communication* and as a quick alternative to radio communication* at short range, we are proud to release the Tactical Hand Signals. The THS provides, in a MilSim vision, some simples an clear hand signals you can use in any situation. All these gestures were made by ourselves to be as clear and natural as possible. * when using TFAR or ACRE2 Features - Tap shoulder action to informe your mates without a word - 8 original animations based on real hand signals, designed to accomodate gameplay as well as aesthetics - Customisable key bindings to fit your keyboard configuration Screens Video How it works When THS is enabled, the keys that have been assigned using the CBA system will trigger hand signal animations. You can disable THS by pressing the "enable/disable THS" key. By default, THS actions are bound to the 1-9 keys, so enabling THS will override the AI command controls. Just disable THS if you need to command AI. Default controls - P : enable/disable THS - 1 : tap shoulder - 2 : stop - 3 : get cover - 4 : forward - 5 : rally up - 6 : engage - 7 : point - 8 : hold - 9 : warning All key bindings can be customized from the CBA key binding menu, which you can find in configure > controls > configure addon. If you use ALT for Freelook, you will have to bind each key twice in the binding menu. This is because of how the CBA key bindings system handles ALT, CTRL and SHIFT. Requirements Community Base addons A3 Download links THS THS on armaholic.com THS on Steam (bikey not included) bikey only Changelog 1.2.4 - december 13 2016 - fixed : what a "soulder" is ? - enhanced : code optimisation - enhanced : binarization 1.2.3 - june 07 2016 - fixed : shoulder tap sound didn't worked anymore since 1.60 1.2.2 - fixed : minor script error 1.2.1 - fixed : script error when trying to reload without weapon - enhanced : some script rework to prevent errors in vehicles 1.2.0 - added : 2 new animations, "hold" and "warning" 1.1.1 - fixed : support for new CBA key binding system 1.1.0 - added : 2 new animations, "point" and "engage" - fixed : it was possible to thow dozens of shoulder taps by holding key pressed - fixed : no shoulder tap reception display when THS was disabled - fixed : error when reloading launchers - removed : logo when starting mission, it has been considered too instusive so we removed it - refactored : THS recieves new shaped logo, main logo has been refactored using ths animation 1.0.4 - fixed : shoulder tap sound now works -__-' 1.0.0 - release
  9. Problem with getting glass to break: The texture appears correct on the window. When I shoot it I get the sound effect and the broken texture appears but the unbroken texture remains. Continue shooting and the window fully breaks but the textures remain. I have modelled the building in Blender 3D. The window is made of two cubes in lod 1. One is grouped in a vertex (named selection) called Glass_1_hide and the other as Glass_1_unhide. I have the same set up in the fire geometry lod. In the geo lod I have named properties as map (house), class (house) and damage (building). I load the model up in Object Builder and do structure->topology->find components on the geo lod and structure->convexity->component convex hull on the fire geo lod. I set texture as a3\structures_f\data\windows\window_set_ca.paa and material as a3\structures_f\data\windows\window_set.rvmat for all the faces in the window Glass_1_hide named selection in the geo lod. I set texture as a3\structures_f\data\windows\destruct_full_window_set_ca.paa and material as a3\structures_f\data\windows\destruct_full_window_set.rvmat for all the faces in the window Glass_1_unhide named selection in the geo lod. In the fire lod I only have the Glass_1_unhide named selection. I set material as a3\data_f\penetration\glass_plate.rvmat for all face. In the model config file I have the Glass_1_hide and _unhide in skeletonBones in class CfgSkeletons. I also have class Glass_1_hide in class Animations. I have a hit point lod set up with vertices for the windows. In config.cpp I have class HitPoints using the BIG_GLASS_HITPOINT macro to define class Glass_1_hitpoint. I have also defined class Glass_1_source in class AnimationSources. The config.cpp is here: http://pastebin.com/0TkdJgzg The model.cfg is here: http://pastebin.com/NJJyPMgZ I have used the test_house_01 model from A3 samples as a base. I'm not really seeing what is wrong here. Can anyone help? Thanks.
  10. How can I make an AI hold a non-primary weapon (launchers or pistols) in his hand while in an animation? They will only equip their primary weapon while playing the animation. If I take away their primary and just give them, for example, a launcher, they will not equip it and it will remain on their back.
  11. Hello. I don't know how many of you realize (and I don't know even if even the devs realize the problem) the reload animations of most guns are, lets say, incomplete. Let me give you examples (I decided not to record all of this because you can try for yourself in the editor or virtual arsenal). SPAR-16/17, MX series, CAR-95, etc. - If all cartridges were expanded from the magazine the bolt locks backwards, it's released and slammed forward after inserting a fresh magazine. (OK) - If there are still cartridges in the magazine bolt is closed. After reload is initiated the bolt magically opens and is slammed forward after inserting a fresh magazine. (BUG) AKM, AK-12, ASP-1, MAR-10, Mk14, Cyrus 9.3mm, Mk-I EMR, GM6, etc. -If all cartridges were expanded from the magazine the bolt locks backwards. After reload is initiated it magically slams shut just to be charged backwards by the operator. (BUG) -If there are still cartridges in the magazine the bolt is closed, it's charged by the operator after inserting a fresh magazine. (OK) These two examples are most common "bugs" of the reload animations. There are also few odd ones: Mk18 ABR - The bolt moves backwards a bit after releasing the magazine, no matter if all cartridges were expanded or not, it's then charged by the operator. (Just see for yourself, it's weird) Rahim 7.62mm - The bolt locks backwards if cartridges were expended or keeps forward if they weren't. No matter its state it's released forwards by the operator yet nothing happens. (Opened bolt magically slams shut after the animation is over). Handguns - After inserting a fresh magazine the bolt is released forwards, no matter if it's locked backwards or still shut. I hope devs fix this issue as it's quite annoying (at least to me) and doesn't seem to be complicated to fix. Cheers.
  12. Hi, I've some strange issue with my jet gear animation. It works fine when I preview it in buldozer, but in game when I switch raise/lower gear, I can only hear gear sound and animation doesn't work at all. Screenshots: Config: Model.cfg no rpt errors or in-game, any ideas how to fix it?
  13. HI, hope that this is the right place to ask this question, anyway i'm working on a video and i use a lot of animations, now i have a question, watching the apex trailer i see this thing go to minute 0:37 the enemy is performing an animation and firing with his weapon at the same time, and i see that the weapon is animated so i think that no effects was used, anyone know how to make that thing? :/ i really need something like that, thanks in advance DireOne :D
  14. Last version (1.56) we have detected next bug (steps to reproduce): 0. Get primary weapon to your hands 1. toggle combat-walk 2. lower your weapon 3. you will be move silent without sound (your soldier is playing animation - moving and carry weapon with one hand) Bugs: 1) silent moving 2) where you push SPRINT key from these state - you will be play healing soldier animation and slow down the speed. === In version 1.58 we have detected new bug (steps to reproduce): 0. Get the primary weapon in your hands 1. Sit down with X key 2. Use CTRL+S to get down your stand (down-sit) or CTRL+W to get your stand up (up-sit) 3. Use B key to get binoculars From 3rd person you will take binoculars, that will be removed from your hands - you will be see through empty hands. From first person your soldier will play animation "seriosly wounded carrying" i think or something - they wont get the binoculars and trying to brake-dancing. Where you try to get binoculars in down-stand/up-stand OR down-prone/up-prone - all will be ok, the soldier first make his stand normal, after that get binoculars. === Need to fix these 2 bugs.
  15. FOB Honor by DonbassCZ Description: This base is a remake of Battlefield 3 point E / Army base in Operation Firestorm with several objects which I added. I hope you will like it! Features: Virtual Arsenal Ambient life Vehicles Lights Details Credits & Thanks: CUP Team - CUP Terrains Complete Opteryx and S@ndBob - [FIX] OPXBuildings and OPXmisc Titi & McKeewa - CJTF101 Editor Requirements: Community Upgrade Project - Terrains Complete [FIX] OPXBuildings and OPXmisc CJTF101 Editor Download HERE! Pictures: Barracks: Second entry: Headquarters: Artillery nests: Greets DonbassCZ
  16. Hey guys :) I am making a cinematic mission where i would love a Medical evacuation by helicopter. i have got a helicopter to come in and land using unitCapture/unitPlay but i dont know what the most efficient way of having one AI carry another AI to the helicopter? thx in advance :)
  17. Hey everyone that is willing to help. I have made an animations and I want to use it in arma 3. I have been told that it's not possible to add it in a missions just with a script but I have to make a config.cpp and pack it into a .pbo and pretty much make it a mod. I have zero knowledge on writing configs so anyone that would volunteer to write me a config for one animations only I would really appreciate. I am also going to post the same things on ARMA 3 - FIND OR OFFER HELP.
  18. Hey everyone that is willing to help. I have made an animations and I want to use it in arma 3. I have been told that it's not possible to add it in a missions just with a script but I have to make a config.cpp and pack it into a .pbo and pretty much make it a mod. I have zero knowledge on writing configs so anyone that would volunteer to write me a config for one animations only I would really appreciate. I am also going to post the same things on ARMA 3 - ADDONS - CONFIGS & SCRIPTING.
  19. Planned changes to movement speeds got rolled out this week and now further tweaks are on-going in Development branch. We would like to focus your feedback by letting you know what was changed, what are we testing, ask how you feel about it, etc. Overview from terminanimator Pawel Smolewski
  20. Hello! as seen on the title our arma 2 server is running out of memory everytime. It not a hardware problem - 16Gb ram - 6 cores 8+Ghz - 2 tb sata - 10 Gbs connection When running 2 arma 2 servers the processor usage is 11% and ram like 20-30 % Why its running out of memory it can use another 15 gb of ram..?!
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