Weapon Creation – Arma Reforger
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Tutorial Goal
In this tutorial you will learn about:
- Importing your first FBX file
- Adding sockets & skeleton
- How to configure new weapon
Add New Weapon
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
Creation Steps
- Weapon Creation/Asset Preparation
- Weapon Creation/Prefab Configuration
- Weapon Animation Setup - in this part you will get familiar with the Animation Editor, preparing new animation workspace for weapon by duplicating some existing files and linking this new workspace to the weapon prefab
- 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
- 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