FBX to RTM

From Bohemia Interactive Community
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

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. However, Mobu 2015 has been tested and does not work with FBXtoRTM.
  • 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.