Weapon Creation – Arma Reforger

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* {{Link|Arma Reforger:Weapon Creation/Asset Preparation}}
* {{Link|Arma Reforger:Weapon Creation/Asset Preparation}}
* {{Link|Arma Reforger:Weapon Creation/Prefab Configuration}}
* {{Link|Arma Reforger:Weapon Creation/Prefab Configuration}}
* [[Arma Reforger:Weapon Animation Setup|Weapon Animation Setup]] - in this part you will get familiar with the [[Arma Reforger:Animation Editor|Animation Editor]], preparing new animation workspace for weapon by duplicating some existing files and linking this new workspace to the weapon prefab
 
* [[Arma Reforger:Weapon Animation Basic Creation|Weapon Animation Basic Creation]] - this page covers actual creation of animations in '''Blender''' and their export to Workbench, preparation of weapon IK pose and some basic weapon animation
Then you may want to see:
* [[Arma Reforger:Weapon Animation Advanced Creation|Weapon Animation Advanced Creation]] - this part describes process of creating more complex animations - additive motion, creation of prone variants of weapon animations, retargeting animations using Reforger source data  and more
* {{Link|Arma Reforger:Weapon Animation}}
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* {{Link|Arma Reforger:Weapon Creation/Animations}}
* {{Link|Arma Reforger:Weapon Creation/Animation Setup}}
* {{Link|Arma Reforger:Weapon Creation/Basic Animation Creation}}
* {{Link|Arma Reforger:Weapon Creation/Advanced Animation Creation}}
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{{GameCategory|armaR|Modding|Tutorials|Assets}}
{{GameCategory|armaR|Modding|Tutorials|Assets}}

Revision as of 15:55, 27 March 2023

Tutorial Goal

In this tutorial you will learn about:

  • Importing your first FBX file
  • Adding sockets & skeleton
  • How to configure new weapon
If you don't have any experience with Workbench yet, it is recommended to go through modded weapon tutorial to familiarize with some of the concepts present in the Workbench.
📥
Sources files for this tutorial can be found at Arma Reforger Samples Github repository.

Add New Weapon

Preparation phase consist of things like:
  • Preparing basic structure
  • Preparing mesh
  • Exporting mesh


Structure Preparation

While sticking to official structure is not mandatory and there are no engine restrictions asset wise about it, it is recommended to follow guidelines listed here - Data (file) structure - to ensure that all automation plugins are parsing your assets correctly and make it later easy to navigate.

Therefore, your first task will be preparing following file structure

armareforger-new-weapon-file-structure.png


Creation Steps

Then you may want to see: