FBX to RTM: Difference between revisions
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===== in Motionbuilder ===== | ===== 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. | * 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: ===== | ===== 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. | ||
Revision as of 09:22, 23 October 2015
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
Additional information
Supported formats
Input:
- FBX (Motion Builder)
Output:
- RTM (nonbinarized)
How to use it
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