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ADuke
Sep 22 2009, 16:00
Has anyone had any success in opening the ArmA 2 hand animations for weapons in o2 (and editing them) with the BI skeleton (old or new). If so, how did you do it?

Thanks,

-ADuke

da12thMonkey
Sep 22 2009, 18:20
BIS's .rtm files for ArmA 2 are binarized as rtmb format. This is analogous to the ODOL .p3d format, in that you'd have to decode the binary data in order to open them.

You probably wont find a program to open rtmb compressed files for the same reason you wont find one that'll open ArmA 2's ODOL format.

I'd like to find out how to make new rifle holding animations myself. So far my hand animations just end up as horrible distortions. Hopefully someone out there knows how to do them...

PuFu
Sep 22 2009, 18:20
Has anyone had any success in opening the ArmA 2 hand animations for weapons in o2 (and editing them) with the BI skeleton (old or new). If so, how did you do it?

Thanks,

-ADuke

all A2 content is binarized. Afaik files such as p3ds and rtms cannot be "unbinarized". The rvmats and configs can.

T_D
Sep 22 2009, 20:58
They can be unbinarized if you would know how. ArmA ODOL format for example is good documented and can be unbinarized (you wont get the same MLOD as the original source MLOD but you get nearly everything to produce the same ODOL again)

Armored_Sheep
Sep 23 2009, 10:26
Weapon holding animation is simple static pose (like static cargo animation). You can make the animation in O2 it using released rigid character model (BISkeleton). You can use any RTM of man from Arma1 as sources for basic pose. RTM of handgrip is configured in the weapon config and engine uses only hand bones position relative to weapon bone.

MehMan
Sep 23 2009, 10:36
How do the commanding hand animations work?(the ones that the squad leader waves when you issue a command)

da12thMonkey
Sep 23 2009, 14:37
Weapon holding animation is simple static pose (like static cargo animation). You can make the animation in O2 it using released rigid character model (BISkeleton). You can use any RTM of man from Arma1 as sources for basic pose. RTM of handgrip is configured in the weapon config and engine uses only hand bones position relative to weapon bone.

Are the names of the keyframes (times) important and how many should there be? Most static cargo anims in ArmA 1 had 3 keyframes; the default pose at -0.5 and two identical keyframes at 0.0 and 1.0.

I've tried to make new hand anims repeatedly using "anim\sdr\idl\erc\stp\ras\rfl\aidlpercmstpsraswrfldnon**.rtm" series of anims from ArmA 1 as a base: Deleting the keyframes between 0.0 and 1.0 so as to create a static anim, then repositioning the arms to suit the weapon model. However, the arms have have always distorted ingame, rather than animating properly once the "handanim[] =" value was assigned to my new rtm in the weapon's config.

ADuke
Sep 23 2009, 14:49
Weapon holding animation is simple static pose (like static cargo animation). You can make the animation in O2 it using released rigid character model (BISkeleton). You can use any RTM of man from Arma1 as sources for basic pose. RTM of handgrip is configured in the weapon config and engine uses only hand bones position relative to weapon bone.

OK, sounds easy enough, thanks for the info and thanks to all who replied. Too bad the default hand animations are binarized.

ADuke
Sep 24 2009, 12:19
Are the names of the keyframes (times) important and how many should there be? Most static cargo anims in ArmA 1 had 3 keyframes; the default pose at -0.5 and two identical keyframes at 0.0 and 1.0.

I've tried to make new hand anims repeatedly using "anim\sdr\idl\erc\stp\ras\rfl\aidlpercmstpsraswrfldnon**.rtm" series of anims from ArmA 1 as a base: Deleting the keyframes between 0.0 and 1.0 so as to create a static anim, then repositioning the arms to suit the weapon model. However, the arms have have always distorted ingame, rather than animating properly once the "handanim[] =" value was assigned to my new rtm in the weapon's config.

I am having this same problem, this is what it looks like...

http://img199.imageshack.us/img199/9865/handx.jpg

Pretty scary huh?

da12thMonkey
Sep 24 2009, 13:27
Yep, that's the exact same result I get. The arm and hand verts stretch way out to the character's left

Kinda looks like something out of John Carpenter's "The Thing"

ADuke
Sep 24 2009, 13:47
I have tried every different keyframe configuration so far, all with the same result, also tried to move the entire "-forearm" selection along with the hand, same result. All I am trying to do is mimic the MK48 animation with the left hand moved back so the character can grip a vertical foregrip on a standard length m4 fore-end.

Maybe Armored Sheep will come back.. I hope.

da12thMonkey
Sep 24 2009, 14:16
Indeed.

I've tried all sorts of keyframe set-ups, translations and rotations of the model relative to the origin of the X,Y,Z axis, tried looking for named properties that might be needed and references in the games config that might need setting up: all sorts of stuff, but nothing's worked so far...

Like you, all I really want to do is make a vert-grip anim like the Mk.48's, just for a shorter weapon.

Synide
Sep 24 2009, 14:25
The pic indicates you are viewing it in-game. Have you binarized the .rtm?
When you open the BIS A2 Soldier and load in your .rtm and view it in Buldozer does it also exhibit this warping?

When you save out your 'new' anim to disk do you get any warning/errors popping up?

I could have a quick squizzy at the .rtm here if you wanna send it over. It's more likely though that it's something todo with your point/poly selections and/or weights but kinda hard to tell.

ADuke
Sep 24 2009, 14:33
Well, here's hoping that we can figure out our mutual dilemma. I thought this may be a problem with my character model being ported from ArmA 1 but no dice, happens the same on the default USMC models, so that's one more variable down.

---------- Post added at 02:33 PM ---------- Previous post was at 02:31 PM ----------


The pic indicates you are viewing it in-game. Have you binarized the .rtm?
When you open the BIS A2 Soldier and load in your .rtm and view it in Buldozer does it also exhibit this warping?

When you save out your 'new' anim to disk do you get any warning/errors popping up?

I could have a quick squizzy at the .rtm here if you wanna send it over. It's more likely though that it's something todo with your point/poly selections and/or weights but kinda hard to tell.

OK, thanks, going to upload a.rar with the anim to filefront.

Armored_Sheep
Sep 24 2009, 14:33
I just gues, but might be, you defined ROOT bone when Oxygen asked for it during export to RTM?
If so, than delete this root bone definition in O2 options and when exporting to RTM cancel/skip the root bone question dialogue.

Another problem can be if you dont use my rigid skeleton model, but some other mesh with skinning. RTM can be exported only from mesh with 100% weight for selections, no skinning, otherwise you got such movie "The Thing" distorsions.

ADuke
Sep 24 2009, 15:17
OK so here (http://www.filefront.com/14591959/anims.rar) is my anim, looks pretty bad I know, but I was assuming all I needed was the hand parts.


I just gues, but might be that you defined ROOT bone when Oxygen asked for it during export to RTM?
If so, that delete this root bone definition in O2 options and when exporting to RTM cancel/skip the root bone question dialogue.

Thanks, that sounds like it might do the trick, going to try.

---------- Post added at 02:59 PM ---------- Previous post was at 02:46 PM ----------


I just gues, but might be, you defined ROOT bone when Oxygen asked for it during export to RTM?
If so, than delete this root bone definition in O2 options and when exporting to RTM cancel/skip the root bone question dialogue.

Another problem can be if you dont use my rigid skeleton model, but some other mesh with skinning. RTM can be exported only from mesh with 100% weight for selections, no skinning, otherwise you got such movie "The Thing" distorsions.

Ya, I am ONLY using your BI_Skeleton model.

---------- Post added at 03:17 PM ---------- Previous post was at 02:59 PM ----------


OK so here (http://www.filefront.com/14591959/anims.rar) is my anim, looks pretty bad I know, but I was assuming all I needed was the hand parts.



Thanks, that sounds like it might do the trick, going to try.

---------- Post added at 02:59 PM ---------- Previous post was at 02:46 PM ----------



Ya, I am ONLY using your BI_Skeleton model.

Actually, when I "export matrices" O2 doesn't ask me for anything, just exports the animation.

da12thMonkey
Sep 24 2009, 15:19
I just gues, but might be, you defined ROOT bone when Oxygen asked for it during export to RTM?
If so, than delete this root bone definition in O2 options and when exporting to RTM cancel/skip the root bone question dialogue.


Yea, I have the anim centre set to the head bone waaay back from when I started making crew anims for UKF's vehicles. All my anims are done on the released skeleton models; male.p3d (ArmA 2) or BISkeleton.p3d (ArmA 1). They load fine on Examples\soldier.p3d in O2, but distort ingame if they are called by handanim. They load ingame fine if they are set up as the typical cfgmoves-type anim.

I'll try it out with a blank definition.

Thanks for the info

ADuke
Sep 24 2009, 15:38
So here (http://www.filefront.com/14592287/anims2.rar) is my second attempt, doesn't work either.

Synide
Sep 25 2009, 03:38
Some observations...

I'm sure in the earlier version of the BI Tools suite for A2 that the buldozer viewer worked when previewing a character rtm... It doesn't work for me using the version 2 tools suite install (which utilizes version 1.03.0.0 of the .exe & accompany bin.pbo shaders).
However, static 'user anims' like doors & flaps etc. that are defined in one's model.cfg file preview fine.
The A1 version of O2PE had problems interacting with the buldozer.exe instance too when previewing large .rtm's. And, it appears to still have issues.
Even swapping out the 'little block' v1.03.0.0 .exe and compiled shaders for a later ArmA2 game .exe (with it's appropriate shaders) has no effect.

When one exports an .rtm from within O2PE (tools suite v2) the resultant rtm_0101 appears to be malformed.
For instance. If you open the supplied A2 BIS character skeleton model. Load a A1 unbinarized .rtm and then immediately export it out to a new filename without making any alterations the resultant .rtm is not the same as the original. Structurally, it similar but the 'new' version has rubbish inserted into the 32 character bone name just prior to the transform.

Like the A1 example BIS character skeleton model the A2 skeleton model's selections for the right hand & some of the left hand appear to be incorrectly defined in the named selection sets with the .p3d. Whether this has an impact when 'exporting' the .rtm I am uncertain. You can re-create this issue if you import an A1 rtm_0101.rtm into the A2 example skeleton model. You'll notice when you move from frame -0.5 (the default bind pose) that some of the verts of the poly's in the left & right hands are left behind because they are not defined as part of the selections.
I've redefined them to their appropriate selections.

Armored_Sheep, I suspect that your developer O2 and anims workflow pipeline is not exactly the same as the BI Tools Suite version 2 that has been supplied to this community and as such you are not seeing the issues that we are. Perhaps it might behove you to setup a fresh install on a machine and install the BIS A2 Tools Suite version 2 supplied at about mid August to view these issues for yourself.
Perhaps I'm wrong and interaction 'tween O2PE & Buldozer and the creation of .rtm's from O2PE works flawlessly... but, I don't think this is the case.

---------- Post added at 15:38 ---------- Previous post was at 14:01 ----------

On a closer comparision 'tween a A1 rtm_0101 unbinarized .rtm loading it into A2's O2PE (v2 Tools Suite) and exporting immediately out to a new filename. And, utilizing Armourd Sheep's tip of 'Not specifying a root bone'.
The 'new' version of the .rtm has the following characteristics.
1. The overall displacement (total moving for the OFPAnim oldies) is exactly the same.
2. The bone ordering is different.
3. The 32 char length bone names are padded with spurious values. But, the asciiz is the same, just differently order as mentioned above.
4. The transforms are ever so slightly different.

My conclusion is that although A2's O2PE (v2 Tools Suite) writes what appears to be a malformed .rtm that it is sufficiently suitable for binarize (if you rtmb them) or the engine to read them and utilize them.

The issue of O2PE's interaction with buldozer.exe and or arma2.exe (in buldozer mode) still remains but isn't actually relevant to this thread. Still, it'd be nice if the tools were capable.

The issue of the verts not being assigned correctly in the BIS Example A2 Character model and whether it has any impact on your guys deformation can only be answered by a Dev.

When the both of you package up your 'new' anims into a .pbo do they binarize or are they left as unbinarized in the resultant .pbo?

The only way I know of to binarize them is to run them through binarize.exe all on the own specifying the commandline parameter -skeletion=OFP2_ManSkeleton.

Would be nice to know if there is a more efficienct manner to do this.

Do either of you have an example of your config.cpp that defines your .rtm for use in game?

da12thMonkey
Sep 25 2009, 10:28
Do either of you have an example of your config.cpp that defines your .rtm for use in game?

The only reference I can find to BIS's handanim .rtm files are within the weapon configs themselves. e.g (from BIS' weapons.pbo config.bin):


};

class M4A1_RCO_GL : M4A1 {
scope = public;
displayName = $STR_DN_M4A1_RCO_GL;
handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};
dexterity = 1.59;
model = "\ca\Weapons\M4A1_RCO_GL";
picture = "\CA\weapons\data\equip\w_m4gl_acog_ca.paa";
UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
muzzles[] = {"M4_ACOG_Muzzle", "M203Muzzle"};

class M4_ACOG_Muzzle : M4A1 {
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_StanagSD", "20Rnd_556x45_Stanag"};
modes[] = {"Single", "FullAuto"};
modelOptics = "\ca\weapons\2Dscope_Acog_4x32";
opticsPPEffects[] = {"OpticsCHAbera2", "OpticsBlur2"};
opticsZoomInit = 0.0623;
opticsZoomMin = 0.0623;
opticsZoomMax = 0.0623;
distanceZoomMin = 100;
distanceZoomMax = 100;
opticsFlare = true;
opticsDisablePeripherialVision = true;
};

The inheritance from the weapon I'm applying the anim to looks like this.


class ukf_L85A2: m4a1
{
model = "\ukf_ukweps\iron\ukf_sa80_ironsights.p3d";
displayName = "L85A2";
picture = "\ukf_ukweps\icons\irn80icon.paa";
scope = 2;
modelOptics = "-";
optics = 1;
distanceZoomMin = 316;
distanceZoomMax = 316;
handAnim[] = {"OFP2_ManSkeleton", "\ukf_ukweps\sa80\UKF_L85A2.rtm"};
dexterity = 1.700000;
UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
};

I've tried it with a typical class CfgMovesMaleSdr set up in the config too (as you would do to define any other player animation in the game), to see if I could get the anim ingame as a static anim using playmove. That worked, but the handanim still did not.

I've even checked a few of BIS's weapon model.cfgs using Mikero's PboDll toolset, just in case the info needs binarizing into the .p3d as well.

I have tried binarizing the .rtm with binarize.exe but I don't really know the correct syntax for doing rtms beside it needing the -skeleton= operator (which you told me about a few weeks ago). I'm very rusty on using the command line to pack addons: I've not done it since my early OFP exploits, so I definitely did it wrong. I've done it both with and without binarizing the rest of the .pbo

.rtm binarization might be the missing link; I'd need someone to tell me the full, correct syntax or makes a plugin/extension for BinPBO that adds the -skeleton extension for rtm binarization to do it properly though because I'm thick.

Synide
Sep 25 2009, 11:11
I've even checked a few of BIS's weapon model.cfgs using Mikero's PboDll toolset, just in case the info needs binarizing into the .p3d as well.
yeah, nah... there's nothing of interest there as the character models don't use model.cfg based anims.

.rtm binarization might be the missing link; I'd need someone to tell me the full, correct syntax or makes a plugin/extension for BinPBO that adds the -skeleton extension for rtm binarization to do it properly though because I'm thick.
The current way I do it is... build the .pbo with BinPBO, specifying that it use a 'temp' folder. Once, it's finished I discard the resultant .pbo.
Then I open a 'Dos promopt' into the root of my P:\ drive where I have the following batch command file sitting. I then edit it to suit the appropriate paths and run it.
So, it processes just the .rtm and binarizes it over to the 'temp' folder.
I then navigate to the temp folder in Windows explorer and 'clean' away the .dep files and any other spurious files that may be lying around in the the folder that would have been previously .pbo'd by Filebank right at the start and then just either Filebank the folder (or Eliteness or cpbo but of course with the $pboprefix$ as appropriate).


build.cmd

d:\a2tools\binmake\binarize\binarize.exe -always -skeleton="synManSkeleton" -addon=p:\bis -binpath=d:\a2tools\binmake\binarize -textures=d:\temp p:\bis\bodies d:\temp\bis\bodies amovpercmrunsraswrfldf_amovpercmevasraswrfldr.rtm


The -skeleton is my own version, you'd probably use 'OFP2_ManSkeleton' and this of course would be defined in the model.cfg file sitting in the folder where the unbinarized.rtm is sitting.

The -addon is the 'Path To Project' folder as per BinPBO.

The -binpath is the path to your binarize.exe for the A2 tools install and should have a \bin subfolder in there already. I usually update the contents of this \binarize\bin folder with a dump from the current game version bin.pbo/config, fyi. (backup the orig. \binarize\bin folder that was installed with binarize.exe during the tools installation as it has some relevant textual comments that are sometimes of use to people...)

-textures is the path to the 'temp' folder that one would have also specified in using BinPBO.

The 3rd to last param is the path to the folder you are 'building' and of course contains the .rtm you are parsing.

The 2nd to last is the 'output' folder to where the RTMB will be written by binarize and should already exist in your 'temp' folder structure as it would have been created by BinPBO right at the start.

The last param is of course the .rtm you are binarizing.



The above will only act upon the .rtm specified and no other files, config's, .p3d's, .paa's etc will be touched.
Lemme know if you have probs. To say the least the above method is a literal pain in the arse... but it works.

Edit: This is why I asked the question in another thread (http://forums.bistudio.com/showthread.php?t=87004) about BinPBO/binarize looking for a <myamin>.cfg and whether this was the useful method of telling binarize what to do. But, no one has bothered replying to that.

Edit2: Sorry about the fast and furious details above... a bit rushed atm... hope it's understandable.

TheSun
Sep 25 2009, 15:32
Alright guys i made this work. This is (hopefully) all what you have to do:

- create an animation (with -0.5/0/1.0 key frames) using male.p3d and export matrices to .rtm
- copy the main model.cfg (13kb one with all the classes) from BIS "Examples" to my acr_weapons folder
- creating a separate model.cfg in each weapon's folder (f.e. acr_weapons\m60e4\model.cfg) containig the desired weapons bones and animations
- use the line

handAnim[] = {"OFP2_ManSkeleton", "\acr_weapons\data\Anim\acr_m60.rtm"};

in your weapons config.cpp with proper path to your animation
- i've also deleted the *.rtm from BinPBO options to make the BinPBO convert .rtms (although i'm not sure if it's really needed, and working)
- pack the .pbo with BinPBO
- play the game wth your new anims

Hopefully, i didn't forget anything and this will help you all. If you'll have any questions, do'nt hesitate to ask.

ADuke
Sep 25 2009, 16:23
OK, glad you got it to work, I have some questions...

When you made the animation did you move just the hands or does the entire skeleton follow suit with the hand positions?

Did you create it from scratch or modify an existing animation?

If you remove the model.cfg (from BIS examples) from your weapons folder, does the animation still work?

and finally....

Would you be willing to share your anim with us for reference?

A LOT of people would like to make this work and are having trouble.

Thanks, for the info and congrats on making it work.

da12thMonkey
Sep 25 2009, 16:32
- copy the main model.cfg (13kb one with all the classes) from BIS "Examples" to my acr_weapons folder
- creating a separate model.cfg in each weapon's folder (f.e. acr_weapons\m60e4\model.cfg) containig the desired weapons bones and animations


So your project folder contains one model.cfg in the main folder that details the soldier cfgskeletons etc, then another model.cfg in each of your sub-folders that contain the class cfgskeletons, class cfgmodels and class animations for just the weapon .p3d you're binarizing with the model.cfg; or do these sub-folder model.cfgs also contain the data from the BIS example?

Anyway; thanks for the help everyone, I't's definitely helping. Hopefully I can get it to work myself.

TheSun
Sep 25 2009, 16:41
@<hidden>
- not only hands but whole arms etc. don't foget to "work" only with the selections named as f.e. "-LeftForeArm" not just the "LefForeArm"
- created from scratch
- didn't try it but guess it won't because you'll lose the definition of OFP2_man_skeleton with it
- here (http://www.edisk.cz/stahnout-soubor/39671/acr_m60.rtm_24.41KB.html) is the file

@<hidden>
- sub folders contain cfgskeletons, cfgmodels and animations only for model(s) in the particular folder

ADuke
Sep 25 2009, 17:21
@<hidden>

You are awesome, thanks for making the breakthrough and helping us out.

---------- Post added at 05:21 PM ---------- Previous post was at 04:54 PM ----------

Just verified that TheSun's method works, used his animation and dropped in the Model.cfg from the ArmA2 BIS examples (weapon skeletons I had defined in the config.cpp).

Thanks again TheSun

TheSun
Sep 25 2009, 17:23
You're welcome.

ADuke
Sep 25 2009, 17:56
Having some trouble and this is a bit off topic but...

I seem to remember a setting in O2 that if you move a selection in an animation (-forearm for example) the other attached bones would move with that selection.

Anyone know what that is, I seem to have forgotten.

da12thMonkey
Sep 25 2009, 18:24
TheSun, you are a prince among men!

Got it to work. I can't thank you enough.

My weekend will now be spent making a whole host of animations...

TheSun
Sep 25 2009, 18:34
@<hidden>
no idea here...

@<hidden>
Same here, got a bunch of weapons waiting for animations.

USSRsniper
Sep 25 2009, 19:43
TheSun
Thanks for the information.

By the way how do I get the new weapon model to appear in O2, when making the animation?

da12thMonkey
Sep 25 2009, 19:57
By the way how do I get the new weapon model to appear in O2, when making the animation?

I just copy and paste from the weapon model, then move it to the position of the 'weapon' bone manually so that the ends of the buttstock or the triggers align. Then reassign the 'weapon' selection to the model I've pasted in.

TeRp
Sep 25 2009, 20:58
Thanks for the information, it's been a great help so far.
Anyways, I was wondering if anyone has tried doing an animation for a launcher yet?
We're having a lot of difficulties (misplaced hands even though the animation and proxys look fine in o2) getting them working, so we're really interested in a sample animation from somebody.

Synide
Sep 25 2009, 22:19
Thanks The Sun,

I had no issue with BinPBO copying the .rtm's to the output .pbo.

Whether you have the *.rtm as one of the 'files to copy directly' or not it still doesn't binarize them into RTMB's.

And, I still can't preview them in Buldozer. As for the rest... excellent trouble-shooting.

Cheers.

ADuke
Sep 26 2009, 00:01
Another question,

Is it possible to say...

Copy a hand from one animation and paste it into another animation without breaking anything?

I would like to use a closed fist hand from one animation and put it into another.

Synide
Sep 26 2009, 03:45
Ah... I worked out how to convert the unbinarized .rtm's to binarized using BinPBO etc.

When binarize processes a .p3d it thinks... model ! ahah... I know how to process that and hmmm... while i'm about it i'll see if there is a <NameOfModel>.cfg, or a <FolderTheP3DIsSittingIn>.cfg or a model.cfg sitting in the same folder as the .p3d that might have some skeleton/anim stuff in it.

Ok, so in terms of an .rtm... You need to think of the .rtm as 'just another model'... ok, so it's not a 3d model but to binarize.exe it's a 'model' of animation and as such needs a skeleton to process it.

So... if you have say...

P:\SYM\SYM_Wpns_BigFatGuns\anims\reload_prone.rtm
P:\SYM\SYM_Wpns_BigFatGuns\anims\reload_crouched.rtm
P:\SYM\SYM_Wpns_BigFatGuns\anims\reload_standing.rtm


You'd create either a 'anims.cfg' or a 'model.cfg' in the 'P:\SYM\SYM_Wpns_BigFatGuns\anims' folder. It would have similar information in it to the following. FYI, I prefer to call my model.cfg's the name of the folder as this can save a hua of amount of grief when you have alot of stuff.


class CfgSkeletons {
class Default {isDiscrete=1;skeletonInherit="";skeletonBones[]={};};
class OFP2_ManSkeleton {
isDiscrete=0;
skeletonInherit="";
skeletonBones[]= {
"Pelvis","",
"Spine","Pelvis",
"Spine1","Spine",
"Spine2","Spine1",
"Spine3","Spine2",
"Camera","Pelvis",
"weapon","Spine1",
"launcher","Spine1",
//Head skeleton in hierarchy
"neck","Spine3",
"neck1","neck",
"head","neck1",
"HeadCutScene","head",
"jaw","head",
"chin","head",
"jaw_rf","head",
"jaw_rm","head",
"jaw_rs","head",
"jaw_lf","head",
"jaw_lm","head",
"jaw_ls","head",
"ear_r","head",
"ear_l","head",
"lip_lc","head",
"lip_lwlb","head",
"lip_lwlf","head",
"lip_lwm","head",
"lip_lwrf","head",
"lip_lwrb","head",
"lip_rc","head",
"lip_uprb","head",
"lip_uprf","head",
"lip_upm","head",
"lip_uplf","head",
"lip_uplb","head",
"nose_tip","head",
"nose_r","head",
"nose_l","head",
"zig_lt","head",
"zig_lm","head",
"zig_lb","head",
"zig_rt","head",
"zig_rm","head",
"zig_rb","head",
"cheek_r","head",
"cheek_l","head",
"eyebrow_lb","head",
"eyebrow_lm","head",
"eyebrow_lf","head",
"corr","head",
"eyebrow_rf","head",
"eyebrow_rm","head",
"eyebrow_rb","head",
"eye_upr","head",
"eye_lwr","head",
"eye_upl","head",
"eye_lwl","head",
"cheek_rf","head",
"cheek_rm","head",
"cheek_rb","head",
"cheek_lf","head",
"cheek_lm","head",
"cheek_lb","head",
"forehead_l","head",
"forehead_m","head",
"forehead_r","head",
"l_eye","head",
"r_eye","head",
"l_pupila","head",
"r_pupila","head",
"neck_t","head",
"neck_b","head",
"neck_r","head",
"neck_l","head",
"tongue_b","head",
"tongue_m","head",
"tongue_f","head",
//Left upper side
"LeftShoulder","Spine3",
"LeftArm","LeftShoulder",
"LeftArmRoll","LeftArm",
"LeftForeArm","LeftArmRoll",
"LeftForeArmRoll","LeftForeArm",
"LeftHand","LeftForeArmRoll",
"LeftHandRing","LeftHand",
"LeftHandRing1","LeftHandRing",
"LeftHandRing2","LeftHandRing1",
"LeftHandRing3","LeftHandRing2",
"LeftHandPinky1","LeftHandRing",
"LeftHandPinky2","LeftHandPinky1",
"LeftHandPinky3","LeftHandPinky2",
"LeftHandMiddle1","LeftHand",
"LeftHandMiddle2","LeftHandMiddle1",
"LeftHandMiddle3","LeftHandMiddle2",
"LeftHandIndex1","LeftHand",
"LeftHandIndex2","LeftHandIndex1",
"LeftHandIndex3","LeftHandIndex2",
"LeftHandThumb1","LeftHand",
"LeftHandThumb2","LeftHandThumb1",
"LeftHandThumb3","LeftHandThumb2",
//Right upper side
"RightShoulder","Spine3",
"RightArm","RightShoulder",
"RightArmRoll","RightArm",
"RightForeArm","RightArmRoll",
"RightForeArmRoll","RightForeArm",
"RightHand","RightForeArmRoll",
"RightHandRing","RightHand",
"RightHandRing1","RightHandRing",
"RightHandRing2","RightHandRing1",
"RightHandRing3","RightHandRing2",
"RightHandPinky1","RightHandRing",
"RightHandPinky2","RightHandPinky1",
"RightHandPinky3","RightHandPinky2",
"RightHandMiddle1","RightHand",
"RightHandMiddle2","RightHandMiddle1",
"RightHandMiddle3","RightHandMiddle2",
"RightHandIndex1","RightHand",
"RightHandIndex2","RightHandIndex1",
"RightHandIndex3","RightHandIndex2",
"RightHandThumb1","RightHand",
"RightHandThumb2","RightHandThumb1",
"RightHandThumb3","RightHandThumb2",
//Left lower side
"LeftUpLeg","Pelvis",
"LeftUpLegRoll","LeftUpLeg",
"LeftLeg","LeftUpLegRoll",
"LeftLegRoll","LeftLeg",
"LeftFoot","LeftLegRoll",
"LeftToeBase","LeftFoot",
//Right lower side
"RightUpLeg","Pelvis",
"RightUpLegRoll","RightUpLeg",
"RightLeg","RightUpLegRoll",
"RightLegRoll","RightLeg",
"RightFoot","RightLegRoll",
"RightToeBase","RightFoot"
};
pivotsModel="";
};
};
class CfgModels {
class Default {sectionsInherit="";sections[]={};skeletonName="";};
class ArmaMan : Default {
sections[]={"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","clan","clan_sign","Camo","CamoB"};
skeletonName = "OFP2_ManSkeleton";
};


class reload_prone : ArmaMan {};
class reload_crouched : ArmaMan {};
class reload_standing : ArmaMan {};
};
For each unbinarized .rtm anim file you have in the folder just specify it at the end of the 'model.cfg' in the anims folder.
Now, run BinPBO and... In your 'temp' output folder you'll notice now that there should be a <NameOfRTMFile>.rtm.dep and the .rtm will be a lot smaller as it's now binarized.

Cheers.

gms
Sep 27 2009, 17:58
Thanks, TheSun. It really worked. As I understood the anim does not affects to a position of weapon, does it?

ADuke
Sep 27 2009, 18:18
From what I personally have seen the weapon position isn't affected by the animation.

On another note..

In my animation I had torn the Left arm completely off the body and positioned the hand relative to the weapon. This didn't break anything, the hand was right where I had placed it, so that means that the anim only records the hand position and not the arm.

Thought I would mention that in case anyone had trouble trying to rotate the hand relative to the left arm axis, which is very limiting and difficult to get the position that you want.

USSRsniper
Sep 29 2009, 17:47
Tried to make the animations but for some reason the local axis doesn't move when I select a bone, the axis moves with no problem on ArmA 1 skeleton, but on ArmA 2 skeleton the local axis is always in the middle of the skeleton.

DM
Sep 29 2009, 17:54
engine uses only hand bones position relative to weapon bone.


so that means that the anim only records the hand position and not the arm.
:D


From what I personally have seen the weapon position isn't affected by the animation.
If this is correct, then unlike what we used to do in OFP/ArmA1 days where we lined up the pistol grip (for the most part) with the BI weapons for closest "best grip" we should now find some sort of good position for the butt plate of the stock, then adjust the arms to fit - thereby hopefully eliminating any cases where the butt sticks into the guys shoulder.

da12thMonkey
Sep 29 2009, 17:55
Tried to make the animations but for some reason the local axis doesn't move when I select a bone, the axis moves with no problem on ArmA 1 skeleton, but on ArmA 2 skeleton the local axis is always in the middle of the skeleton.

Use the ArmA 1 skeleton then, I do. It works for ArmA 2 as well, just lacks the facial bones and stuff.

You can move the align the axis along the bones on the ArmA 2 skeleton manually though by finding the joint proxy (the little triangles at the top of the bone) then going Points\Transform 3D\From Proxy.

ADuke
Sep 29 2009, 19:22
@<hidden>


so that means that the anim only records the hand position and not the arm.


That was in response to this....


@<hidden> - not only hands but whole arms

To reiterate this...


engine uses only hand bones position relative to weapon bone.

DM
Sep 29 2009, 19:40
Righto, all good then :)

stilpu
Sep 30 2009, 09:32
If this is correct, then unlike what we used to do in OFP/ArmA1 days where we lined up the pistol grip (for the most part) with the BI weapons for closest "best grip" we should now find some sort of good position for the butt plate of the stock, then adjust the arms to fit - thereby hopefully eliminating any cases where the butt sticks into the guys shoulder.

Be aware that stance switching animations (and perhaps others as well, such as movements) seem to use fixed-hand anims. Try switching stances with a GL weapon. Shouldn't be very noticeable though.

USSRsniper
Sep 30 2009, 21:05
Got animations to work but for some reason can't preview them in Buldozer, when I apply the .rtm to the model, the model simply disappears. :rolleyes: Looks like I have to binirize and load ArmA 2 each time to preview the weapon animations...

TheSun
Oct 2 2009, 16:09
Animations work in buldozer, when i place the model with aplied animation into another model (empty/new file) as a proxy.

USSRsniper
Oct 4 2009, 18:52
So from what I understand the anims only affect hands, but you can't change the actual weapon position?

da12thMonkey
Oct 4 2009, 20:11
So from what I understand the anims only affect hands, but you can't change the actual weapon position?

You can't change the position of the weapon bone relative to the skeleton through handanim; you'd have to create an entirely new animation (move) to do that. However you can move the position of the weapon model relative to its origin on the weapon bone by moving the model inside the weapon model .p3d, and include a corresponding handanim to create the illusion that the weapon has moved, and the hands along with it.

As stated though, the hands shift to a default position when playing some animations (such as changing a magazine). If the weapon model is too far from the centre of the grid. This could result in the weapon appearing to shift far away from the hands while some animations are played.

I made a pretty swanky hip-firing anim for UKF's GPMG to test this out, but it looked un-natural when prone.

DM
Oct 4 2009, 20:34
I made a pretty swanky hip-firing anim for UKF's GPMG to test this out, but it looked un-natural when prone.

We demand pictures! :D

da12thMonkey
Oct 4 2009, 20:49
I'm afraid I deleted that .rtm before I sent the weapons folder back over to Chris to sort them out.

If you try to visualise that bit in 'Commando' where Arnie's finished hacking people to bits with assorted sharp metal objects that he's found laying about in a shed; you're pretty close.

DM
Oct 4 2009, 20:51
Pah, useless :P

Pathy
Oct 10 2009, 00:56
I'm afraid I deleted that .rtm before I sent the weapons folder back over to Chris to sort them out.

If you try to visualise that bit in 'Commando' where Arnie's finished hacking people to bits with assorted sharp metal objects that he's found laying about in a shed; you're pretty close.

Dammit, I wish you'd told me, that'd have gone in for sure. I'm thinking something like...

http://contexts.org/socimages/files/2008/07/ssg-uss-16e.jpg

would be awesome....:D

norrin
Oct 16 2009, 03:05
I'm in trying to create some new hand position animations for a weapons pack that I'm working on, unfortunately even though I've tried following the suggestions in this thread to the letter I'm still getting that weird John Carpenter thing happening when I load the new animations in game. I even tried TheSun's animation file (rtm) so I think I must have something wrong with my addon folder structure. Oh by the way the weapons are working fine in ArmA2 if I use the standard hand anims.

Anyway, I wanted to post the method I used in detail for 2 reasons - hopefully one of you will find the error that I have made and secondly so that we have the basis for a newcomers guide to hand animations.

Here's what I did to make the rtm file:
1. I opened the male.p3d model from the released BIS example models into O2.
2. I saved the model as male_anim.p3d
3. I then copied my weapon model from a second instance of O2 into my male_anim.p3d and repositioned it to where it would exist if it was raised and sighted along.
4. I made sure the animation window was opened in O2 (under window in the top drop down menu)
5. I right clicked in the animation window and created 3 new animation phases numbered -0.5, 0 and 1.0.
6. I did not do anything in the first animation (-0.5) and left the figure with its arms in that semi-crucified position.
7. I next selected the the 0 animation phase and using the rotate commands moved the -LeftArm, -LeftForeArm and -leftHand to the desired positions on my weapon.
8. I then repeated this process for the right arm/forearm/hand.
9. I then selected the next animation phase (1.0) and created an almost identical hand position as to the one I made for phase 0.
10. I resaved my male_anim.p3d model in case something went wrong so I didn't have to start again from scratch.
11. I then removed all traces of my gun model both defining points and selections related to it (this is important as if you don't do this then the O2 will crash in the next step) and then right clicked in the animation window and used the "export matrices" function.
12. I named the animation when prompted (eg my_Gun.rtm) and I was not prompted to select an animation centre. The rtm file produced was approximately 25KB in size.

Now following the Sun's post the folder structure that I've created for my addon looks like this.
http://www.norrin.org/images/tree_structure.jpg

* I then use cpbo to create the .pbo file

Its in this last part ie. creating the addon folder structure that I think I'm going wrong, can anybody see a possible mistake I've made?

Please let me know if you need any other information

Thanks,

norrin

ADuke
Oct 16 2009, 06:31
Hey Norrin,

I think the problem is that you did not binarize your addon with BinPbo, when I don't binarize mine I get the broken animation problem EVERY time. If that doesn't work I would also try putting the model.cfg (from BIS sample models) into the same folder as your animation. I hope that solves the problem for you.

-AD

norrin
Oct 16 2009, 07:15
Hey Norrin,

I think the problem is that you did not binarize your addon with BinPbo, when I don't binarize mine I get the broken animation problem EVERY time. If that doesn't work I would also try putting the model.cfg (from BIS sample models) into the same folder as your animation. I hope that solves the problem for you.

-AD

That was it mate - now I'm using Binpbo the new anim is working perfectly.

Cheers,

norrin :)

Cougar
Oct 27 2009, 03:27
Dammit, I wish you'd told me, that'd have gone in for sure. I'm thinking something like...

http://contexts.org/socimages/files/2008/07/ssg-uss-16e.jpg

would be awesome....:D

Could someone make that pls :)

suhsjake
Nov 5 2009, 03:53
So does this mean that we could create new holding animations for weapons such as the Uzi, Mac-10, and Skorpion instead of using the crappy pistol animation?

norrin
Nov 5 2009, 04:06
So does this mean that we could create new holding animations for weapons such as the Uzi, Mac-10, and Skorpion instead of using the crappy pistol animation?

Yes it does - however for certain actions (such as while a unit is sprinting) the units revert to and use the default ArmA2 animations.

This is fine and actually looks quite nice for front hand grip weapons such as automatic rifles as the units hold the barrel rather than the grip while sprinting for instance but it may be a problem for smaller weapons.

suhsjake
Nov 5 2009, 04:44
Quick question then, why does the Mk.48 Mod0 weapon still retain its hand animation while running or at the low ready, is it something hard build into the game?

Sniperwolf572
Nov 5 2009, 18:02
Yes it does - however for certain actions (such as while a unit is sprinting) the units revert to and use the default ArmA2 animations.

This is fine and actually looks quite nice for front hand grip weapons such as automatic rifles as the units hold the barrel rather than the grip while sprinting for instance but it may be a problem for smaller weapons.

Wasn't that changed in a recent beta build?


[59446] New: IK weapon animations are now blending with primary animations.

The issue I believe you're talking about was usually noticable in the prone > crouch transition, but since that build, I can't notice it anymore.

ADOGMC
Nov 11 2009, 22:06
I have find it seems to me...

it is just necessary to add in the repertory of. rtm the model.cgf of the soldiers.

http://adogmc.free.fr/Upload_Images/min/1258003740.jpg (http://adogmc.free.fr/Upload_Images/max/1258003740.jpg)

After several tests this technique goes very well. :yay:
I hope that for you that will go, good creation the friends

ADOGMC
Jan 17 2010, 09:55
After having I think find the solution there is some time for animations of the placement of hands on the weapons the problem starts again with the patch 1.05.

The same animation which went in 1.04 does not go any more in 1.05.

Am I it only? and somebody so does not have to you it solution?

So not a programmer of BIS can it provide us the elements to avoid kind of disappointment by pretty a tutorial?.

Cordially GMC.

karlalfred
Jun 23 2010, 22:01
Is someone willing to make a video tutorial on how to use "Maya RTM kit for Arma" in a proper way? I have made a head animation and exported the animation to rtm. But I don't know how to get the rtm-animation into the game. Thankful for help on this issue.

granQ
Jun 27 2010, 21:15
using 1.07 now and can't get a basic animation to work at all, please someone explain this for a "n00b" thats been editing ofp/arma since first ofp demo.. i just don't get this at all :(

norrin
Jul 19 2010, 11:53
granQ suggested I post a link to this:

http://norrin.org/downloads/ArmA2/anims/wep_anims.rar

In the archive is an unbinarised addon folder (M4_anim) which contains an example structure of a weapon pbo with custom hand placement.

In addition, I've included a couple of additional p3ds: the male.p3d that you use to make the animations, a single lod of a weapon with all the selections removed and an example of the weapon placed in the male model and a trial animation.

Essentially, you get the anim as close to correct in the male.p3d and then binarise it and load the weapon in game. Once in game you just need to check where the weapon actually fits in regards to the hands and then you may have to tweak the animation a little, rebinarize, check animation and repeat until you're happy.

granQ
Aug 12 2010, 07:56
and thanks to norrin i gone from:

http://anrop.se/forum/attachments/handanims.jpg

to

http://anrop.se/forum/attachments/m45_anims.jpg

thanks :)

Charon Productions
Oct 5 2010, 22:12
Has anyone of you ever managed to change the position of the weapon via the weapon holding animation?

I tried multiple times to lower the weapon to the hip but, only the hands position seems to be changed by the handanim .rtm.

Any opinion would be appreciated.

Jackal326
Oct 6 2010, 01:14
You'd need to change the position of the weapon itself, but this would lead to rather odd placement when put on a units back (i.e. when using a pistol/AT weapon). As far as I'm aware that would be the only way to do it.

Charon Productions
Oct 6 2010, 03:16
You'd need to change the position of the weapon itself, but this would lead to rather odd placement when put on a units back (i.e. when using a pistol/AT weapon). As far as I'm aware that would be the only way to do it.

You mean inside the .p3d of the unit carrying the weapon? Sotosay the weapon proxy? Or inside of the .p3d that is being used to put the hand animation in place?
Thats what i have tried but the weapon stays where it was ingame that way.

RicoADF
Oct 6 2010, 04:52
You mean inside the .p3d of the unit carrying the weapon? Sotosay the weapon proxy? Or inside of the .p3d that is being used to put the hand animation in place?
Thats what i have tried but the weapon stays where it was ingame that way.

He's refering to the weapon p3d itself, which would fit the animation but as stated likely have issues on the back etc.

Charon Productions
Oct 6 2010, 06:06
He's refering to the weapon p3d itself, which would fit the animation but as stated likely have issues on the back etc.

Thanks man, that did the job. Will need some fixing for the hands now.

Charon Productions
Oct 6 2010, 15:18
Another problem that i have is that i cannot reposition the right arm selections.
The left arm works fine, but the right arm always stays in the
position where it originally was.
As you can see in the pic, not only the hand bone can be moved but also the -Leftarm selection

Is there any way to do that with the right arm too?

EDIT: Trying to edit the actual "RifleBaseStandActions" animation to see if that moves the right arm accordingly.
Hope there is another way though ...

Canceling the "Select Animation center (selection)" pop-up window upon export is correct i guess?


http://img153.imageshack.us/img153/4645/weaphold1.jpg (http://img153.imageshack.us/i/weaphold1.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

EDIT2: That did it :


http://img819.imageshack.us/img819/1782/weaphold2.jpg (http://img819.imageshack.us/i/weaphold2.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)