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Thread: Arma 2 Sample Skeleton Custom Animations

  1. #11
    First Lieutenant PuFu's Avatar
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    although i haven't tried it, and 3ds should save basic animations and keyframes (linear ones, rotation, movement and scale), i doubt it really does. 3ds is a legacy format, so i actually never used in the last 6-7 years. Might be worth giving it a try.

    EDIT:
    i just gave it a try, and amazingly, it does work. I wasn't expecting that at all. Good catch Thromp

    Spoiler:

  2. #12
    Quote Originally Posted by PuFu View Post
    although i haven't tried it, and 3ds should save basic animations and keyframes (linear ones, rotation, movement and scale), i doubt it really does. 3ds is a legacy format, so i actually never used in the last 6-7 years. Might be worth giving it a try.

    EDIT:
    i just gave it a try, and amazingly, it does work. I wasn't expecting that at all. Good catch Thromp
    So the edit lod does work? I am getting confused by this conversation you two had.

  3. #13
    First Lieutenant PuFu's Avatar
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    edit lod? please rephrase

  4. #14
    Quote Originally Posted by PuFu View Post
    edit lod? please rephrase
    I don't know, all I wanted to know was to import the arma 2 sample into Maya so I could rig and then animate. Getting confused by what you guys are talking about.

  5. #15
    First Lieutenant PuFu's Avatar
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    you don't know what you meant in previous post? way to go.

    and i've told you before, yes that is possible to get the samples in Maya, then rig it based on the bones structure available, following the inheritance, and animate it. You can get the animation back in O2 using any of the methods described above.
    where is the confusion?

  6. #16
    I am now rigging the 1.0 lod of the male.p3d in max. It is painfully time consuming renaming all of the objects converting them to bones, eyeballing the pivots, linking the hierarchy of model.cfg.

    Another way of going about it would be to creating from scratch max bone's that follow the hierarchy and scale. Because setting pivots manually might offset the animation after it is exported.

  7. #17
    Quote Originally Posted by PuFu View Post
    you don't know what you meant in previous post? way to go.

    and i've told you before, yes that is possible to get the samples in Maya, then rig it based on the bones structure available, following the inheritance, and animate it. You can get the animation back in O2 using any of the methods described above.
    where is the confusion?
    Thanks for piecing it, it was all just sort of jumbled. Thanks for the information.

  8. #18
    First Lieutenant PuFu's Avatar
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    Quote Originally Posted by Welcome To Hell View Post
    Another way of going about it would be to creating from scratch max bone's that follow the hierarchy and scale. Because setting pivots manually might offset the animation after it is exported.
    This exactly what you should be doing. You can do that using bones (like BI did), bipeds as well as CAT. I know it worked for me. That said, i for one would wait for A3 before i finish my own rigs.
    Quote Originally Posted by SammVarnish View Post
    Thanks for piecing it, it was all just sort of jumbled. Thanks for the information.
    you're welcome. Hope it helps

  9. #19
    Quote Originally Posted by PuFu View Post
    This exactly what you should be doing. You can do that using bones (like BI did), bipeds as well as CAT. I know it worked for me. That said, i for one would wait for A3 before i finish my own rigs.

    you're welcome. Hope it helps
    So what Hell is saying is that he creates his own bone structure? Like:

    Import BI sample > form bone family from 3DS > Copy each coordinate and rotation for bones as the sample > Finished?

  10. #20
    Unfortunately it is not as simple as that. Coordinates are off by a factor of about 100 in terms of scale. I have done that, changed editable mesh to bone objects and set pivot/grouping manually, imported test vertex animation in 02 via 3ds. Amazingly it worked except for named selections being messed up which prevented it to being saved as .rtm correctly and therefore not usable ingame. If anyone had better luck with this method let me know!

    The optimal way to do it is as pufu said. Create a skeleton from scratch in max (so that it follows model.cfg hierarchy and O2 scale) rig it with IK/controls, send it to motion builder. Configure it / create your animation in motionbuilder than export that to 02, than save it as .rtm.

    Which is not really worth the hassle with the A3 timeframe unless you have a ton of spare time on your hands.

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