Leopard20/Sandbox – User

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "\|game([0-9]) ?= (.+) \|version([0-9]) ?= (.+) " to "|game$1= $2 |version$3= $4 ")
(Remove WIP)
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{RV|type=command
[[Category:Sandbox]]


|game1= arma3diag
This page explains how to make an animation for {{arma3}} using Blender.
|version1= 1.99


|gr1= Diagnostic


|descr= Returns the terrain height at the specified location as a scalar. It is basically the same as:
== Prerequisites ==
<code>_worldPos [[params]] ["_x", "_y"];
[ [[floor]](_x/[[diag_getTerrainGrid]]), [[floor]](_y/[[diag_getTerrainGrid]]) ];</code>


{{Feature | Warning | Command is only available when using [[Arma 3: Diagnostics Exe]] on Dev-Branch.}}
* Blender
* Basic knowledge of Blender or similar modeling tools
* Basic knowledge of configs and how they work
* A text editor, such as Notepad++ or Visual Studio Code


|s1= '''diag_getTerrainSegmentOffset''' PositionWorld
|p1= PositionWorld: [[Position2D]] or [[Position3D]] - Position in world coordinates.
|r1= [[Position2D]] - Returns [x,y] of terrain segment (integer, basically pixel coordinates in heightmap)


|seealso= [[diag_getTerrainHeight]], [[diag_getTerrainGrid]]
== Requirements ==
}}
 
=== Blender ===
 
A version compatible with Arma Toolbox (see below) should be used. As of writing this article, the latest version of Blender (v3.0) is compatible with the latest version of Arma Toolbox.
 
=== Arma Toolbox for Blender ===
 
Download the latest version of {{Link|https://github.com/AlwarrenSidh/ArmAToolbox|Alwarren's Arma Toolbox for Blender}}.
If the master branch is noticeably newer than the latest release, download the contents of the master branch, and zip the ArmaToolbox folder.<br>
Next, go to Blender -> Preferences -> Add-Ons -> Install, and provide the path to the zip file to install Arma Toolbox.
 
=== Character rig ===
 
For simplicity, [https://forums.bohemia.net/forums/topic/161228-armarig-for-blender/ Mascer's ArmaRig for Blender] will be used in this tutorial.
 
=== Model.cfg ===
 
A model.cfg file specifies the skeleton properties of the model.<br>
The following example config can be used for Arma 2/3 characters.<br>
<spoiler text="Show Example Config">
<syntaxhighlight lang="cpp">
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
 
// The skeleton name. This will later be referenced in config.cpp file for the animation.
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
// pairs of boneName, parentBone
"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",
 
// New facial features
"Face_Hub", "head",
"Face_Jawbone", "Face_Hub",
"Face_Jowl", "Face_Jawbone",
"Face_chopRight", "Face_Jawbone",
"Face_chopLeft", "Face_Jawbone",
"Face_LipLowerMiddle", "Face_Jawbone",
"Face_LipLowerLeft", "Face_Jawbone",
"Face_LipLowerRight", "Face_Jawbone",
"Face_Chin", "Face_Jawbone",
"Face_Tongue", "Face_Jawbone",
"Face_CornerRight", "Face_Hub",
"Face_CheekSideRight", "Face_CornerRight",
"Face_CornerLeft", "Face_Hub",
"Face_CheekSideLeft", "Face_CornerLeft",
"Face_CheekFrontRight", "Face_Hub",
"Face_CheekFrontLeft", "Face_Hub",
"Face_CheekUpperRight", "Face_Hub",
"Face_CheekUpperLeft", "Face_Hub",
"Face_LipUpperMiddle", "Face_Hub",
"Face_LipUpperRight", "Face_Hub",
"Face_LipUpperLeft", "Face_Hub",
"Face_NostrilRight", "Face_Hub",
"Face_NostrilLeft", "Face_Hub",
"Face_Forehead", "Face_Hub",
"Face_BrowFrontRight", "Face_Forehead",
"Face_BrowFrontLeft", "Face_Forehead",
"Face_BrowMiddle", "Face_Forehead",
"Face_BrowSideRight", "Face_Forehead",
"Face_BrowSideLeft", "Face_Forehead",
"Face_Eyelids", "Face_Hub",
"Face_EyelidUpperRight", "Face_Hub",
"Face_EyelidUpperLeft", "Face_Hub",
"Face_EyelidLowerRight", "Face_Hub",
"Face_EyelidLowerLeft", "Face_Hub",
"EyeLeft", "Face_Hub",
"EyeRight", "Face_Hub",
 
// 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"
};
 
// location of pivot points (local axes) for hierarchical animation
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
};
 
class CfgModels
{
class Default
{
sectionsInherit = "";
sections[] = {};
skeletonName = "";
};
 
class ArmaMan: Default
{
htMin = 60; // Minimum half-cooling time (in seconds)
htMax = 1800; // Maximum half-cooling time (in seconds)
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 37; // Metabolism temperature of the model (in celsius)
 
sections[] =
{
"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "injury_body", "injury_legs", "injury_hands",
"clan", "clan_sign", "Camo", "CamoB", "Camo1", "Camo2", "personality", "hl", "injury_head", "insignia", "ghillie_hide"
};
 
skeletonName = "OFP2_ManSkeleton";
};
};
</syntaxhighlight>
</spoiler>
 
=== pboProject ===
 
To properly binarize the .rtm file, pboProject from Mikero's Tools is recommended. The free version is sufficient for this tutorial.

Latest revision as of 16:34, 15 November 2023


This page explains how to make an animation for Arma 3 using Blender.


Prerequisites

  • Blender
  • Basic knowledge of Blender or similar modeling tools
  • Basic knowledge of configs and how they work
  • A text editor, such as Notepad++ or Visual Studio Code


Requirements

Blender

A version compatible with Arma Toolbox (see below) should be used. As of writing this article, the latest version of Blender (v3.0) is compatible with the latest version of Arma Toolbox.

Arma Toolbox for Blender

Download the latest version of Alwarren's Arma Toolbox for Blender. If the master branch is noticeably newer than the latest release, download the contents of the master branch, and zip the ArmaToolbox folder.
Next, go to Blender -> Preferences -> Add-Ons -> Install, and provide the path to the zip file to install Arma Toolbox.

Character rig

For simplicity, Mascer's ArmaRig for Blender will be used in this tutorial.

Model.cfg

A model.cfg file specifies the skeleton properties of the model.
The following example config can be used for Arma 2/3 characters.

class CfgSkeletons
{
	class Default
	{
		isDiscrete = 1;
		skeletonInherit = "";
		skeletonBones[] = {};
	};

	// The skeleton name. This will later be referenced in config.cpp file for the animation.
	class OFP2_ManSkeleton
	{
		isDiscrete = 0;
		skeletonInherit = "";
		skeletonBones[] =
		{
		// pairs of boneName, parentBone
			"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",

			// New facial features
			"Face_Hub", "head",
			"Face_Jawbone", "Face_Hub",
			"Face_Jowl", "Face_Jawbone",
			"Face_chopRight", "Face_Jawbone",
			"Face_chopLeft", "Face_Jawbone",
			"Face_LipLowerMiddle", "Face_Jawbone",
			"Face_LipLowerLeft", "Face_Jawbone",
			"Face_LipLowerRight", "Face_Jawbone",
			"Face_Chin", "Face_Jawbone",
			"Face_Tongue", "Face_Jawbone",
			"Face_CornerRight", "Face_Hub",
			"Face_CheekSideRight", "Face_CornerRight",
			"Face_CornerLeft", "Face_Hub",
			"Face_CheekSideLeft", "Face_CornerLeft",
			"Face_CheekFrontRight", "Face_Hub",
			"Face_CheekFrontLeft", "Face_Hub",
			"Face_CheekUpperRight", "Face_Hub",
			"Face_CheekUpperLeft", "Face_Hub",
			"Face_LipUpperMiddle", "Face_Hub",
			"Face_LipUpperRight", "Face_Hub",
			"Face_LipUpperLeft", "Face_Hub",
			"Face_NostrilRight", "Face_Hub",
			"Face_NostrilLeft", "Face_Hub",
			"Face_Forehead", "Face_Hub",
			"Face_BrowFrontRight", "Face_Forehead",
			"Face_BrowFrontLeft", "Face_Forehead",
			"Face_BrowMiddle", "Face_Forehead",
			"Face_BrowSideRight", "Face_Forehead",
			"Face_BrowSideLeft", "Face_Forehead",
			"Face_Eyelids", "Face_Hub",
			"Face_EyelidUpperRight", "Face_Hub",
			"Face_EyelidUpperLeft", "Face_Hub",
			"Face_EyelidLowerRight", "Face_Hub",
			"Face_EyelidLowerLeft", "Face_Hub",
			"EyeLeft", "Face_Hub",
			"EyeRight", "Face_Hub",

			// 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"
		};

		// location of pivot points (local axes) for hierarchical animation
		pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
	};
};

class CfgModels
{
	class Default
	{
		sectionsInherit = "";
		sections[] = {};
		skeletonName = "";
	};

	class ArmaMan: Default
	{
		htMin = 60;			// Minimum half-cooling time (in seconds)
		htMax = 1800;		// Maximum half-cooling time (in seconds)
		afMax = 30;			// Maximum temperature in case the model is alive (in celsius)
		mfMax = 0;			// Maximum temperature when the model is moving (in celsius)
		mFact = 1;			// Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
		tBody = 37;			// Metabolism temperature of the model (in celsius)

		sections[] =
		{
			"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "injury_body", "injury_legs", "injury_hands",
			"clan", "clan_sign", "Camo", "CamoB", "Camo1", "Camo2", "personality", "hl", "injury_head", "insignia", "ghillie_hide"
		};

		skeletonName = "OFP2_ManSkeleton";
	};
};
↑ Back to spoiler's top

pboProject

To properly binarize the .rtm file, pboProject from Mikero's Tools is recommended. The free version is sufficient for this tutorial.