FBX to RTM: Difference between revisions

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{{Tool|=
{{Tool


|AUTHOR=  
|AUTHOR=  
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|DOWNLOAD=  
|DOWNLOAD=  


[http://store.steampowered.com/app/233800/ Part of Arma 3 Tools package on Steam]
{{Link|link= http://store.steampowered.com/app/233800/|text= Part of Arma 3 Tools package on Steam}}


|DESCRIPTION= FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM
|DESCRIPTION= FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM
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|COMMAND=
|COMMAND=
     FBXToRTMGui.exe <br/>
     FBXToRTMGui.exe <br>


Fbx2Rtm.exe [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx
Fbx2Rtm.exe [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx
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==== How to use it ====
==== How to use it ====


by [http://forums.bistudio.com/member.php?84576-Vespa Zdeněk "Vespa" Vespalec]
by {{Link|link= http://forums.bistudio.com/member.php?84576-Vespa|text= Zdeněk "Vespa" Vespalec}}


===== in Motionbuilder =====
===== in Motionbuilder =====
* Use mobu 2009. Other versions probably work too, but they are not tested.
* Use MoBu 2009. Other versions probably work too, but they are not tested. However, Mobu 2015 has been tested and does not work with FBXtoRTM.
* open a scene, do your animation and then select "Animation - Plot all" and plot it in the same FPS you intend it to have for game. Then save
* Open a scene, do your animation and then select "Animation - Plot all" and plot it in the same FPS you intend it to have for game. Then save.
* to match your animations on existing Arma3 ones, you can use poses from bank_20_07_2012.fbx
* To match your animations on existing Arma3 ones, you can use poses from bank_20_07_2012.fbx.






===== export procedure using FbxToRtm: =====
===== export procedure using FbxToRtm: =====
* run FBXToRTMGui.exe and manually set paths in fields (to bindposeman.fbx and modelbox.xml)
* Run FBXToRTMGui.exe and manually set paths in fields (to bindposeman.fbx and modelbox.xml).
* pick input file and output dir and filename
* Pick input file and output dir and filename.
* make sure FPS is the same as input file FPS
* Make sure FPS is the same as input file FPS.
* make sure to pick ManSkeleton and Hips as root bone
* Make sure to pick ManSkeleton and Hips as root bone.
* check or not check step. (aka normalization) Depends what you want to achieve
* Check or not check step. (aka normalization) Depends what you want to achieve.
* hit export, and it should produce an .rtm
* Hit export, and it should produce an .rtm.
* test the RTM with \p3d_skeleton\Male-light.p3d. If the rifle and launcher float (don't stick on a characters back) then you encountered so called "rifle/launcher bug". it is some voodoo in motionbuilder that nobody knows how to solve.
* Test the RTM with \p3d_skeleton\Male-light.p3d. If the rifle and launcher float (don't stick on a characters back) then you encountered so called "rifle/launcher bug". it is some voodoo in motionbuilder that nobody knows how to solve.






===== "fixing" rifle/launcher bug =====
===== "fixing" rifle/launcher bug =====
* open \rifle_bug_fix\AidlPercMstpSrasWrflDnon_1.fbx
* Open \rifle_bug_fix\AidlPercMstpSrasWrflDnon_1.fbx.
* plot all, do not save
* Plot all, do not save.
* open your actual file
* Open your actual file.
* plot all, save
* Plot all, save.
* try exporting and see if the bug disappeared
* Try exporting and see if the bug disappeared.
* if not, the repeat the process with \rifle_bug_fix\AmovPercMrunSlowWpstDbl.fbx
* If not, the repeat the process with \rifle_bug_fix\AmovPercMrunSlowWpstDbl.fbx.
* once you get your motionbuilder to a state when it doesn't produce weapon bugs, it will stay that way until you close it - so keep it running if you plan to work longer periods
* Once you get your motionbuilder to a state when it doesn't produce weapon bugs, it will stay that way until you close it - so keep it running if you plan to work longer periods.


[[Category:Tools]]
{{GameCategory|arma1|Official Tools}}
[[Category:ArmA: Official Tools]]
{{GameCategory|arma3|Official Tools}}
[[Category:Arma 3 Official Tools]]

Latest revision as of 16:23, 4 January 2023

Basic information

Author:
Bohemia Interactive
Compatibility:
Arma 3
Download:
Part of Arma 3 Tools package on Steam

Description

Description:
FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM

Usage

Line call:
FBXToRTMGui.exe
Fbx2Rtm.exe [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx
  • cfg XML config with skeleton definitions
  • skeleton Name of skeleton definition
  • step Name of root bone defining movement (Usually "Hips")
  • removestep Neutralize movement (remove step)
  • bindpose Fbx scene with character in bind pose. When not defined, the first animation frame is taken as bind pose.
  • fps Desired animation framerate. Default 30
  • scale Scale factor. Default is 0.01
  • log Name of log-file
  • output Output file name. Default is source name with .rtm extension

Licenses

Licensing:
Bohemia Interactive End User License Agreement


Additional information

Supported formats

Input:

  • FBX (Motion Builder)

Output:

  • RTM (nonbinarized)

How to use it

by Zdeněk "Vespa" Vespalec

in Motionbuilder
  • Use MoBu 2009. Other versions probably work too, but they are not tested. However, Mobu 2015 has been tested and does not work with FBXtoRTM.
  • Open a scene, do your animation and then select "Animation - Plot all" and plot it in the same FPS you intend it to have for game. Then save.
  • To match your animations on existing Arma3 ones, you can use poses from bank_20_07_2012.fbx.


export procedure using FbxToRtm:
  • Run FBXToRTMGui.exe and manually set paths in fields (to bindposeman.fbx and modelbox.xml).
  • Pick input file and output dir and filename.
  • Make sure FPS is the same as input file FPS.
  • Make sure to pick ManSkeleton and Hips as root bone.
  • Check or not check step. (aka normalization) Depends what you want to achieve.
  • Hit export, and it should produce an .rtm.
  • Test the RTM with \p3d_skeleton\Male-light.p3d. If the rifle and launcher float (don't stick on a characters back) then you encountered so called "rifle/launcher bug". it is some voodoo in motionbuilder that nobody knows how to solve.


"fixing" rifle/launcher bug
  • Open \rifle_bug_fix\AidlPercMstpSrasWrflDnon_1.fbx.
  • Plot all, do not save.
  • Open your actual file.
  • Plot all, save.
  • Try exporting and see if the bug disappeared.
  • If not, the repeat the process with \rifle_bug_fix\AmovPercMrunSlowWpstDbl.fbx.
  • Once you get your motionbuilder to a state when it doesn't produce weapon bugs, it will stay that way until you close it - so keep it running if you plan to work longer periods.