Weapon Slots And Bones – Arma Reforger

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* UGLs often use specialized mounts, so it needs to be fitted according to weapon
* UGLs often use specialised mounts, so it needs to be fitted according to weapon
| [[File:armareforger-weaponslots-snappoint-gp25.png|frameless]]
| [[File:armareforger-weaponslots-snappoint-gp25.png|frameless]]
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Latest revision as of 21:07, 24 May 2024

Splitting Weapon

Weapon should be split into two parts - body and attachments - and all attachments can be connected to body via slots.

Body

There are few guidelines when it comes to setting up weapon model:

  • weapon itself has to be without magazine or any attachments
  • the body has a "slot" points (dummy objects), into which attachments are being snapped in a prefab. We always name this point "slot_description".
AK74 body with slots and bones visible
You can always check position of the existing weapons by loading them in Resource Browser model viewer and switching to Bones tab.

Attachments

  • everything, which is not core part of a weapon, like optics, magazines, grenade launchers, etc.
  • each attachment has a "snap" point (dummy object), which is being snapped to a "slot" point on a weapon body in a prefab. We always name this point "snap_description".


Slot/Snap points

When figuring out the position of slot points on weapons and snap points on attachments, following steps will help to avoid complications with possible badly modeled mesh or badly placed slot and snap points:

  1. Before a production of new assets starts, create rough placeholders for all attachments and set their snap points following the rules below
  2. When modeling the weapon and setting up the slot point, try as early as possible to attach all possible attachments exactly "snap point on slot point" (even just placeholders if final mesh is not possible) and see if all fits.
  3. If some attach mechanism is the same for more weapons, the slot point must be on the the same spot in relation to the attach mechanism on these weapons (so all relevant attachments always fit in).

Conventions

Slots

What Naming Notes Example
Magazine well slot_magazine Used in MuzzleComponent
  • Should be setup according to the magazine
  • in a place, where front side of the magazine touches the bottom side of the weapon body
armareforger-weaponslots-magazinewell.png
Optics mount (non-standard rail) slot_optics Used in AttachmentSlotComponent
  • node should be placed on contact surfaces
  • for AK dovetail mount - on center of a rounded niche on outer side of the weapon body attach mechanism
armareforger-weaponslots-slot-optics.png
Muzzle slot_barrel_muzzle Used in AttachmentSlotComponent
  • suppressors, compensator, etc.
  • node for slot should be positioned on the end of the muzzle thread
armareforger-weaponslots-slot-barrel-muzzle.png
Top rail Used in AttachmentSlotComponent
  • should be mainly used for Picatinny rail or any other universal mounting solution
Slot placement (from Sample New Weapon)

armareforger-weaponslots-picatinny-top.png

armareforger-weaponslots-picatinny-sample.png

Example of mount - Picatinny rail (+dimensions)

armareforger-weaponslots-picatinny.png

Bottom rail
Side rail
Under-barrel slot_underbarrel Used in AttachmentSlotComponent
  • to be used with underbarrel devices such as UGL or grip
armareforger-weaponslots-slot-underbarrel.png
Bayonet mount slot_bayonet Used in AttachmentSlotComponent
Flash-light slot_flashlight Used in AttachmentSlotComponent

Attachments

What Naming Notes Example
Magazine snap_weapon
  • snap is located on front upper edge, in the center of the magazine
Optics snap_weapon
Muzzle device snap_weapon
  • model is centered on the end of the thread
Under-barrel snap_weapon
  • UGLs often use specialised mounts, so it needs to be fitted according to weapon
armareforger-weaponslots-snappoint-gp25.png
Bayonet snap_weapon
Bipod snap_weapon
Flashlight snap_weapon
Laser snap_weapon
Barrel snap_weapon machineguns

Simulation

Slots used by various weapon related components

What Naming Notes Example
Eye (aiming) eye Used by SightsComponent
  • for each muzzle (if needed - e.g. integrated UGL yes, double-barrel shotgun no)
armareforger-weaponslots-eye-point.png
Barrel (firing dir) - Position barrel_chamber Used by MuzzleComponent
  • for each muzzle
armareforger-weaponslots-barrel-chamber.png
Barrel (firing dir) - Direction barrel_muzzle Used by MuzzleComponent
  • for each muzzle
armareforger-weaponslots-barrel-muzzle.png

Bones

Below names are compatible with existing animation export profiles

What Naming Notes
Magazine release w_mag_release
Bipod legs w_bipodleg

w_bipodleg_left w_bipodleg_right

Trigger w_trigger
Safety w_safety Use only in case weapon has separate safety lever. If not, use firemode selector
Firemode selector w_fire_mode
Buttstock w_buttstock
Charging handle w_ch_handle
Ejection port w_ejection_port
Bolt w_bolt
Bolt release w_bolt_release
Slide w_slide pistols
Hammer / Striker w_hammer / w_striker
Cylinder w_cylinder revolvers
Rear sight w_rear_sight
Front sight w_front_sight
Barrel w_barrel single - recoil operated guns, multiple - rotary cannons