FBX to RTM: Difference between revisions

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|DOWNLOAD=  
|DOWNLOAD=  


Part of Arma 3 Tools package on Steam
[http://store.steampowered.com/app/233800/ Part of Arma 3 Tools package on Steam]


|DESCRIPTION= FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM
|DESCRIPTION= FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM

Revision as of 12:26, 16 October 2015

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 [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx
  • cfg XML config with skeleton definitions
  • skeleton Name of skeleton definition
  • step Name of root bone defining movement (Usually "Hips")
  • removestep Neutralize movement (remove step)
  • bindpose Fbx scene with character in bind pose. When not defined, the first animation frame is taken as bind pose.
  • fps Desired animation framerate. Default 30
  • scale Scale factor. Default is 0.01
  • log Name of log-file
  • output Output file name. Default is source name with .rtm extension

Licenses

Licensing:
Bohemia Interactive End User License Agreement


Additional information

Supported formats

Input:

  • FBX (Motion Builder)

Output:

  • RTM (nonbinarized)

How to use it

by Zdeněk "Vespa" Vespalec

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