Animation Export Profiles – Arma Reforger

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Export profiles define set of bones that are exported from MotionBuilder or 3ds Max. Their default location is \A4Data\anims\export_profiles.

Arma Reforger default data does not contain any export profiles; some are provided along Enfusion Blender Tools (EnfusionBlenderTools-Data.zip) - see Enfusion Blender Tools - Installation.

Provided files:

Body

File Description
000_Multi_FullBodyABS_RHandNone_LHandNone.apr
002_Multi_FullBodyABS_RHandNone_LHandABS.apr
101_FullBodyABS.apr
102_FullBodyABS_camera.apr
110_FullBodyABS_RHandNone_LHandNone.apr
120_FullBodyABS_RHandNone_LHandABS.apr
121_UpperBodyABS_RightArmABS.apr
122_UpperBodyABS_LeftArmABS.apr
123_Head_ABS.apr
123_Head_ADD.apr
123_LHandABS.apr
124_FullBodyABS_RHandABS_LHandNone.apr
126_UpperBodyABS_RHandNone_LHandABS.apr
150_FullBodyADD.apr
150_FullBodyADD_camera.apr
151_FullBodyADD_RHandNone_LHandNone.apr
152_FullBodyADD_RHandNone_LHandNone_HipsADD.apr
250_UpperBodyADD.apr
251bis_UpperBodyADD_RHandNone_LHandABS.apr
251_UpperBodyADD_RHandNone_LHandNone.apr
252_UpperbodyADD_ArmsABS.apr Reloads
253_UpperbodyADD_ArmsABS_RPropNone.apr
254_UpperbodyADD_ArmsABS_RHandNone.apr
255_RArmABS_RHandNone.apr
256_UpperbodyADD_LArmABS.apr
257_UpperbodyADD_LArmADD_LHandABS.apr
258_UpperbodyADD_ArmsABS_HandsNone.apr
259Bis_UpperbodyADD_LArmABS_LHandNone_LPropABS.apr
259_UpperbodyADD_LArmABS_LHandNone.apr
260_LArmADD_LHandNone.apr
262_ArmsADD_RHandABS.apr
301_LowerbodyABS.apr
401_RIndexABS.apr

Inverse Kinematics

File Description
501_IK.apr
502_IK_RightHand.apr
503_IK_LeftHand.apr
504_IK_RightElbow_Hand.apr

Misc

File Description
601_watch_SandY184A.apr
602_flag.apr

Weapon Idles

File Description
700_Pistol_Idle.apr
701_Rifle_Idle.apr
702_Machinegun_Idle.apr
703_RPG_Idle.apr
704_Grenade_Idle.apr
705_PKM_magazine.apr
706_M60_magazine .apr
707_Rifle_Idle_SVD.apr
708_M249_magazine.apr
709_Machinegun_Idle_M249.apr
710_Grenade_RGB2_Idle.apr
711_Rifle_stock.apr

Generic Weapon Profiles

File Description
720_Weapon_FireMode.apr
721_Weapon_Trigger.apr
722_Weapon_MagRelease.apr
723_Weapon_Sight.apr With sight slider: rifle, machinegun, RPG
724_Weapon_Bolt.apr
725_Weapon_Hammer.apr Pistol, RPG
726_Weapon_Bolt_trigger.apr
727_Weapon_Bolt_rack.apr
728bis_M203_Sight.apr
728_M16a2_Sight.apr
729_Weapon_Sight_M21.apr

Pistols

File Description
730_Weapon_FireMode_m9.apr
731_Pistol_SlideHammer.apr
732_Pistol_SlideHammerRelease.apr
733_Pistol_SlideHammerReleaseTrigger.apr
734_Pistol_safety.apr
735_Pistol_SlideTrigger.apr
736_Pistol_Slide.apr

Generic Rifle Profiles

File Description
737_Weapon_Sight_M249.apr
738_Weapon_Bolt_M249.apr
739_Weapon_Bolt_release.apr
740_Rifle_Bolt_Rack.apr
741_Rifle_Bolt_Rack_SVD.apr
742_Rifle_safety_trigger.APR

Machineguns

File Description
750_Machinegun_Fire.apr Includes dustcover
751_Machinegun_TopCover.apr
752_Machinegun_bipod.apr
753_Machinegun_bipod_M249.apr

RPGs

File Description
760_RPG_Sight.apr Without the sight slider
761_RPG_Sight_Front.apr
762_RPG_Safety.apr
763_RPG_Unfold_TEMP.apr
764_RPG_M72_idle.apr

Grenades

File Description
770_Grenade_Pin.apr

UGLs

File Description
780_M203_barrel.apr

Ground Vehicles

File Description
801_Vehicle_Door_L01.apr
802_Vehicle_Door_R01.apr
803_Vehicle_Door_L03.apr
804_Vehicle_Door_R03.apr
805_Vehicle_Door_L02.apr
806_Vehicle_Door_R02.apr
807_Vehicle_Door_L01_BTR.apr
808_Vehicle_Door_R01_BTR.apr
809_Vehicle_Door_L01_m998..apr
810_Vehicle_Door_R01_m998..apr
811_Vehicle_Door_L02_m998..apr
812_Vehicle_Door_R02_m998..apr
820_Vehicle_Steering_Wheel.apr
840_Vehicle_Throttle.apr
841_Vehicle_Clutch.apr
842_Vehicle_Brake.apr
843_Vehicle_Starter_Switch.apr
844_Vehicle_Gearshift.apr
845_Vehicle_light_switch.apr
846_Vehicle_Handbrake.apr
847_Vehicle_Starter_Switch_BTR.apr

Aircrafts

File Description
860_Mi-8MT_Door_L.apr
861_Mi-8MT_CyclicControl.apr
890_Vehicle_Empty.apr

Ground Vehicles

File Description
900_Ural_Idle.apr
901_Uaz_Idle.apr
902_BTR_Idle.apr
903_M151a2_Idle.apr
904_M9231A1_idle.apr
905_M998_Idle.apr
950_Mi-8MT_Idle.apr
999_Empty.apr
FullBody_Additive.apr
FullBody_Pistol.apr
FullBody_Rifles.apr
FullBody_Unarmed.apr
GadgetIKOffset.apr
Head_Additive.apr
IK.apr
RightIndexAbsolute.apr
TEST.apr
UpperbodyAdditive_ArmsAbsolute.apr
UpperbodyAdditive_ArmsAbsolute_WeaponDummy.apr
Upperbody_Additive.apr
Vehicles_Clutch.apr
Vehicles_horn.apr
Vehicles_ShiftGear.apr
Vehicles_Throttle.apr
Weapons_Grenede_Idle.apr
Weapons_Grenede_Pin.apr
Weapons_Hammer.apr
Weapons_Idle.apr
Weapons_MagRelease.apr
Weapons_Pistol_SlideHammer.apr
Weapons_Pistol_SlideHammerRelease.apr
Weapons_Pistol_SlideHammerReleaseTrigger.apr
Weapons_Rifles.apr
Weapons_Rifles_Bolt.apr
Weapons_Rifles_Bolt_rack.apr
Weapons_Rifles_Fire.apr
Weapons_Rifles_Sight.apr
Weapons_Rifles_Topcover.apr
Weapons_RPG7_Sight.apr
Weapons_Safety.apr
Weapons_Trigger.apr
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Format

Let's use FullBody_additive.apr as an example:

$animExportProfile {
 #trackCount 152
 #defaultFn "defaultFnMB"
 $tracks {
	"Scene_Root"				""						"TRG" 		$genFn { "generateSceneRootMB" }
	"EntityPosition"			"Scene_Root"			"TRA"
	"Collision"					"EntityPosition"		"TRA"
	"Hips"						"EntityPosition"		"TRA"
	"LeftLeg"					"Hips"					"TRD"
	"LeftLegVolume"				"LeftLeg"				"TRD"
	"LeftLegTwist"				"LeftLeg"				"TRD"

	...
 }
}

$animExportProfile {
 #trackCount 152
 #defaultFn "defaultFnMB"
 $tracks {
	"Scene_Root"				""						"TRG" 		$genFn { "generateSceneRootMB" }
	"EntityPosition"			"Scene_Root"			"TRA"
	"Collision"					"EntityPosition"		"TRA"
	"Hips"						"EntityPosition"		"TRA"
	"LeftLeg"					"Hips"					"TRD"
	"LeftLegVolume"				"LeftLeg"				"TRD"
	"LeftLegTwist"				"LeftLeg"				"TRD"
	"LeftKnee"					"LeftLegTwist"			"TRD"
	"LeftKneeVolume"			"LeftKnee"				"TRD"
	"LeftKneeTwist"				"LeftKnee"				"TRD"
	"LeftFoot"					"LeftKneeTwist"			"TRD"
	"LeftToe"					"LeftFoot"				"TRD"
	"RightLeg"					"Hips"					"TRD"
	"RightLegVolume"			"RightLeg"				"TRD"
	"RightLegTwist"				"RightLeg"				"TRD"
	"RightKnee"					"RightLegTwist"			"TRD"
	"RightKneeVolume"			"RightKnee"				"TRD"
	"RightKneeTwist"			"RightKnee"				"TRD"
	"RightFoot"					"RightKneeTwist"		"TRD"
	"RightToe"					"RightFoot"				"TRD"
	"RightLegClothF"			"Hips"					"TRD"
	"RightLegClothB"			"Hips"					"TRD"
	"LeftLegClothF"				"Hips"					"TRD"
	"LeftLegClothB"				"Hips"					"TRD"

	"Spine1"					"Hips"					"TRD"
	"Stomach1"					"Spine1"				"TRD"
	"Spine2"					"Spine1"				"TRD"
	"Spine3"					"Spine2"				"TRD"
	"Stomach2"					"Spine3"				"TRD"
	"Spine4"					"Spine3"				"TRD"
	"Stomach3"					"Spine4"				"TRD"
	"Spine5"					"Spine4"				"TRD"
	"Neck1"						"Spine5"				"TRD"
	"Neck2"						"Neck1"					"TRD"
	"Neck3"						"Neck2"					"TRD"
	"Head"						"Neck3"					"TRD"
	"LeftShoulder"				"Spine5"				"TRD"
	"LeftArm"					"LeftShoulder"			"TRD"
	"LeftArmVolume"				"LeftArm"				"TRD"
	"LeftArmTwist"				"LeftArm"				"TRD"
	"LeftForeArm"				"LeftArmTwist"			"TRD"
	"LeftForeArmVolume"			"LeftForeArm"			"TRD"
	"LeftForeArmTwist"			"LeftForeArm"			"TRD"
	"LeftHandUpperVolume"		"LeftForeArmTwist"		"TRD"
	"LeftHand"					"LeftForeArmTwist"		"TRD"
	"RightShoulder"				"Spine5"				"TRD"
	"RightArm"					"RightShoulder"			"TRD"
	"RightArmVolume"			"RightArm"				"TRD"
	"RightArmTwist"				"RightArm"				"TRD"
	"RightForeArm"				"RightArmTwist"			"TRD"
	"RightForeArmVolume"		"RightForeArm"			"TRD"
	"RightForeArmTwist"			"RightForeArm"			"TRD"
	"RightHandUpperVolume"		"RightForeArmTwist"		"TRD"
	"RightHand"					"RightForeArmTwist"		"TRD"
 }
}
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  • #trackCount defines the number of track lines
  • #defaultFn defines the bones' default function to be used
  • $tracks lists bones, bone's parent, export type and eventually a function reference.

Export Type

  • T means Translation
  • R means Rotation
  • S means Scale
  • A means Absolute (not additive)
  • D means Differential (additive)
Examples
TRA means Translation and Rotation, Absolute
RD means Rotation, Differential


The combination of these creates a type of animation that can be used in different contexts. For example, a walking animation would definitely use every single part of the body, so it would probably contain all of the bones in exported with TRA (Translation & Rotation Absolute).

But an animation for a reload would most likely not export the legs (Pelvis is the first bone, with no parent) the Spine bones would be exported with TRD (Translation & Rotation Differential) so that some movement from the animation playing underneath it comes through, but with the arms and fingers exported with TRA (Translation & Rotation Absolute) so that they are precise and grab exactly where the magazine/rifle/etc is.