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Thread: Arma 2 Sample Skeleton Custom Animations

  1. #21
    Amazingly it worked except for named selections being messed up which prevented it to being saved as .rtm correctly and therefore not usable ingame
    Interested in the above , could you explain a little more detail please.
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  2.   Click here to go to the next Developer post in this thread.   #22
    The ideal way to go involves .fbx files and Motionbuilder. At least it's the established workflow I am using. If I'm not completely mistaken, 3dsmax does export .fbx. After that it is just down to motionbuilder work to either apply motion capture source data or keyframe the motion by hand. (Bezier Clamp will be your personal favourite, I guarantee)

    After the motion has been completed and matched to in/out keyframes, the animation is exported as .fbx file and then converted to .rtm in a different tools.

    However there are no released Arma2 .fbx example files, so you will have to rig the sample character on your own. You can use the Arma1 skeleton if you have to, it will work as it only differs in unimportant bones from the Arma2 skeleton.
    First-step problems with the rigging usually involve missing hips selection (at least when characterizing the Soldier model), as our skeleton only has a "pelvis" selection.

    So, if you can go with Motionbuilder, do it. Creating animations in MoBu is so much easier and faster.

    This one for example only took me 5 mins in total.

  3. #23
    This one for example only took me 5 mins in total
    Hmm not convinced $ vs Output there , Please show better example than static Animation that can be replicate in one single tool Like O2 or Ofp anim lol

    do you have any complex Animations using the MOBU pls ?

  4. #24
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    @Mondkalb:
    I guess the point of this thread is importing animation from whatever software (it doesn't matter all that much witch one, especially within autodesk branded ones in this case), WITHOUT using unreleased tools (or released only for VBS2), and other software where normal users don't have access to. If i had the time i would try to move my current max rig to motionbuilder and try the BVH approach.

    as a side note, do you know what that .bianm file is suppose to be
    Last edited by PuFu; Aug 16 2012 at 20:42.

    Spoiler:

  5. #25
    Sending a rig to motionbuilder is pretty simple, just use send to function while both applications are open. It preserves bone hierarchy and controls as long as bones are actual bone objects created in max instead of editable_meshes with bone on flag.

    Hope to see a sample max rig for max with ArmA 3!

  6.   Click here to go to the next Developer post in this thread.   #26
    Quote Originally Posted by PuFu View Post
    @Mondkalb:
    I guess the point of this thread is importing animation from whatever software (it doesn't matter all that much witch one, especially within autodesk branded ones in this case), WITHOUT using unreleased tools (or released only for VBS2), and other software where normal users don't have access to. If i had the time i would try to move my current max rig to motionbuilder and try the BVH approach.
    I was just providing an overview of how things are done over here. Hence:
    Quote Originally Posted by Mondkalb View Post
    The ideal way to go

    Animations are a very delicate area, and a very undocumented area for that matter to begin with.

    If you want to stay clear of any commercial tools, I suggest you give OFPAnim in conjunction with Solus' SLX OFP2 skeleton a go. It's been proven to export working animations into the current engine. It just involves a lot of fiddling around and trying out first.


    Quote Originally Posted by Thromp View Post
    than static Animation that can be replicate in one single tool Like O2 or Ofp anim lol
    You're on. Let me see your result of 5min of hand-keyframing a static animation in O2.
    Trust me - Been there, done that.

  7. #27
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    Quote Originally Posted by Welcome To Hell View Post
    Sending a rig to motionbuilder is pretty simple, just use send to function while both applications are open.
    That goes only for later builds (2011-2013). And you don't need the apps to be running to send files between them. You need if you want them kept in synk (max/maya -> mudbox). /offtopic

    It preserves bone hierarchy and controls as long as bones are actual bone objects created in max instead of editable_meshes with bone on flag.
    As it should be. I know it works for bipeds and bones. I have yet to try it with CAT though.

    Hope to see a sample max rig for max with ArmA 3!
    Doubt BI will provide it.

    ---------- Post added at 00:11 ---------- Previous post was at 23:57 ----------

    Quote Originally Posted by Mondkalb View Post
    I was just providing an overview of how things are done over here.
    that's a bit evil on your part.

    Animations are a very delicate area, and a very undocumented area for that matter to begin with.
    Indeed they are. Unfortunately though. Animating a character is delicate for most begginers, moreso if you don't have proper documentation for a particular engine. It shows in the amount of existing custom anims.

    If you want to stay clear of any commercial tools, I suggest you give OFPAnim in conjunction with Solus' SLX OFP2 skeleton a go. It's been proven to export working animations into the current engine. It just involves a lot of fiddling around and trying out first.
    Oh, i don't want to stay clear of any commercial tools. My annual checks towards autodesk and 3rd party plugs are proof of that.
    Please tell me what commercial plug in we are talking about here, be cause i was under the assumption it was FbxToRtm available for VBS2 customers. If i was wrong about it and the tool is a different one and is available for purchase please do let me know.

    You still haven't replied to my question (undocumented), regarding bianm file type. Care to give some info on it if allowed please?

  8.   This is the last Developer post in this thread.   #28
    The talk about OFP anim was directed at Thromp and the general topic/people who don't have the annual check towards autodesk.

    Please tell me what commercial plug in we are talking about here
    There must be a miscommunication about (commercial) plugins:
    The fbx2rtm is completely inhouse (to my knowledge ) and would be available with the VBS2 Content SDK. Hence my hints towards using Arma 1 skeleton.
    This tool is in my opinion the only real chance at getting bvh -> fbx -> rtm.

    Rumor has it the VBS2 Content SDK also comes with an fbx -> p3d and .p3d ->fbx converter. Maybe that might be something nice.

    Edit:
    Regarding .bianm: That extension is a temporary format to help create a link between Maya and Oxygen.
    Last edited by Mondkalb; Aug 17 2012 at 06:54.

  9. #29
    The fbx2rtm is completely inhouse
    Not required by community because we can just do keyframe > 3ds to o2 import all frames > export.rtm

    More complicated workflow and expensive and i guess more use blender .fbx > student max> 3ds > o2 > .rtm lol

    If you want to stay clear of any commercial tools, I suggest you give OFPAnim in conjunction with Solus' SLX OFP2 skeleton a go. It's been proven to export working animations into the current engine. It just involves a lot of fiddling around and trying out first.
    Thats how i do my anims ( hobby fun stuff with buildings and people ).
    i have just made an anim took me five mins using copy.sel to frame , this is good in OFP anim for repaetaing and when mirror applied anims take Minutes.
    However like you say it took me two hours to set my .lpv using the model.cfg from example model by BIS.

    You're on. Let me see your result of 5min of hand-keyframing a static animation in O2.
    Trust me - Been there, done that.
    ill make video shot .

    Last edited by Thromp; Aug 16 2012 at 22:11.

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