26 posts in this topic

Heya,

 

Almost half a year ago a purely curious adventure into Arma3's animation setup got out of hand and turned into what this is now.
However, I haven't actually worked on it since last September, so after a conversation reminded me of this again I quickly wrapped this up today.

The main reason for this release is to get the sources out for others to learn from. It's a fully independent character setup in Arma3 using all the things there are. Animations, Ragdoll, Weapons, Clothes Swapping, Head and Face textures, lip movement and of course hats.

 

The sources are provided as they are. I sadly do not have the time to properly write up documentation for these. So I'd say only sort through them if you have the basics of Arma3 modding already learned.

 

37K1JVB.jpg

Imgur Album

 

Here, have some animated stuff, too:
Brickman walking away

Brickmen falling apart

Brickman talking

Brickwall exploding

Brickwall being Cool-Aided

 

Content:

  • One head piece
  • Two face textures (Normal and Sunglasses)
  • Four chest pieces
  • Three pants
  • Three caps
  • Basic bricks with PhysX simulation
     

Other Features:

  • Change brick color in 3DEN
  • Change brickmen appearance in Arsenal
  • Can use human weapons
  • Units and bricks in Zeus
  • Server Key and addon bisign

 

Big Fat Master Caution:

Mixing Brickmen clothing and human clothing either way will lead to a direct CTD. Arma3 can't handle the mismatching skeletons!

 

Intention:

The idea here is mostly to demonstrate how versatile the engine is. Also to provide a working and "cleaned" sample to reference for similar projects.

 

What should be done:

The Artwork required here is fairly low. A new chest piece is really just one texture change and an extra config line.

So you can add new Heads, Faces, Chests, Legs, Hats and whatnots here. Zombie Brickmen? Check! Police Brickmen? Check! 1980's-something-Spaceman? Check!

 

The supplied full sources will make it easy to grasp the concept behind this project setup and the usage of baseclasses. Duplicate and change the obh_chracters addon to be the basis of your own customization for these figures and their parts.

 

Credits:

Thanks to Rasmus for the initial Brick!

Thanks to Snippers and Rowns for cheerleading!

 

License:

Do what you want with this, but make sure it is known your work is based on this very release here today.

 

Download:

Google Drive:

https://drive.google.com/file/d/0ByGPADa-tp-lQnNSUlFpU1JXcUU

 

Steam Workshop:

http://steamcommunity.com/sharedfiles/filedetails/?id=854964321

 

The sources:

https://drive.google.com/file/d/0ByGPADa-tp-lUW40dVFnUnIzRDQ

 

Edit:

Cold-Footer:
I'd just like to make it clear: Obviously this is an unofficial addon, neither BI, BISim nor LEGO or Megablocks were involved here.
I won't continue developing the addon either. It's a one-off thing really. Of course it's all non-commercial, too.

And should LEGO get concerned about this, I'll remove the content download links. (Just to be sure and hopefully safe)

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HAHAH! I know what the subject of my next screenshots will be :D

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Awesome, this reminds me of the Lego mod from OFP :shine:

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Thanks for the source, this will come in handy.

 

18 hours ago, mondkalb said:

Mixing Brickmen clothing and human clothing either way will lead to a direct CTD. Arma3 can't handle the mismatching skeletons!

is there no way to prevent equipping gear from different skeletons, or to make it somehow more compatible so that it doesnt crash at least? Because that seems like a concept-killer to me, when a random person equips something and a whole server crashes in MP.

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awesomesouce!

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I've had a right stinker of a day today, it's comforting to know I can always rely on the Arma community to make me smile again....this is Splendid!

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I have to say- all of this, the whole package- Everything is awesome.

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Haha, nice one! Reminds me of finally polishing Scruffy and mine Blocko head addon (human helmets that look like the heads of a famous brick based toy).

 

Uh! I need to make a version of Escape with your AddOn! co10 Escape Blockman!

 

P.S. 

http://images.akamai.steamusercontent.com/ugc/395546970939094096/5B5DEABD1CBFA0AD044DFFA483481DDFB8E819B0/

http://images.akamai.steamusercontent.com/ugc/367407212158308423/250F39486FA8EC8FF0D7E92359667A968C1A2BBE/

 

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Oh wow. :O

Regarding the CTD:
It's indeed a major problem. This project was initially intended to just find out what Arma3 can and cannot do, so I am not massively sad about this limitation stopping it.

 

But the potential is there to work around it.
I believe all it would need is to make use of the original skeleton setup, so that the bone-index stays in order. It would be a massive pain for the data side to shoehorn, but nonetheless possible.

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This looks absolutely fantastic! And hilarious, I love the mouth movements! :eyeheart:

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best. mod. EVER!!!!

 

animations working well, sadly the AI Lego men cant walk or run when equipped with a weapon. though it works smoothly if player controlled. 

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I'd just like to make it clear: Obviously this is an unofficial addon, neither BI, BISim nor LEGO were involved here.

I won't continue developing the addon either. It's a one-off thing really. Of course it's all non-commercial, too.

And should LEGO get concerned about this, I'll of course remove the content download links. (Just to be sure and hopefully safe)

 

I picked the brickmen theme because they were quick to make and easy to animate. :D

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All in all this is not just a another brick in the wall !

 

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I've had an armless Lego man sitting in my projects folder for months. One day dreaming of a Lego mod. This is awesome! I'd love to create some sort of vehicle :D 

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@mondkalb
Thanks for your work on your addon OBH !!!
Soon to be pushed to the Steam Workshop for those that like this lovely OBH mod by Mondkalb

So far all block colors were added in as:
Chest items
Chest N Gloves Items
Pants Vehicle and Items
Headgear Items

8 new citizens and 5 custom characters

I also have intentions on a quick mission file for building the blocks with vector building and snapping.

GAME ON!!!
-sTanG

20170211143713_1.jpg
 

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On 2.2.2017 at 9:28 PM, mondkalb said:

Oh wow. :O

Regarding the CTD:
It's indeed a major problem. This project was initially intended to just find out what Arma3 can and cannot do, so I am not massively sad about this limitation stopping it.

 

But the potential is there to work around it.
I believe all it would need is to make use of the original skeleton setup, so that the bone-index stays in order. It would be a massive pain for the data side to shoehorn, but nonetheless possible.

 

i remember me and ruppert kind of solved this with the old raptor addon by using various event handlers to keep the CTD case from happening. i think it was the "Take" EH. not sure. it could be at least a bandaid solution until you find a more elegant solution.

 

either way this is a great addon and a great source at the same time. perfect!

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