FBX to RTM
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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
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.
- 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