Author: Macser
Author Website:

Version: 6.3

Short description: is a constrained Ik rig to assist with generating RTMs, with Alwarren's Arma toolbox in mind.

Date: 2020-12-23 11:46


Comments: (1)
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ArmaRig for Blender

by
Macser


Description:
Targeted application : Blender 2.9

Content : A Constrained Ik rig to assist with generating RTMs, with Alwarren's Arma toolbox in mind.

The weights and selections are carried over from the original A3 character example.So it's BI's weight mapping.
Not mine.Although I haven't tried it in game,it should be consistent.

Licensing:

Consider the rig open source. To be clear, you may if you so wish, use it for commercial purposes. Just give me a credit.

If you share the archive,this readme must remain as part of the package.

The meshes used for reference are still the intellectual property of Bohemia Interactive Studios.
They are therefore legally bound by BI's own licensing.They are clearly labelled as;
Character reference,weapon reference,launcher reference,vest reference, head gear reference and M9 pistol.
They are based on the A2/A3 example models.

Thanks for downloading.I hope you enjoying experimenting with the rig.


Installation / Usage:
This section deals with BVH only:
Above and behind the main rig are 4 controls.Two for each side.1 opens and closes the hand.
The other does a simple twist of the arm.

The weapon and launcher bones have "child of" constraints.This allows them to follow a given target,currently the right hand.This can be switched on or off from the Bone constraint tab.
When you have an animation you'd like to export:
Choose File>Export>Motion capture(.bvh)
Import this BVH into O2PE.

In the dialog:
Tick Z is top.
Tick Invert Z.
Set Master scale to 1.
Exclude Terminators.
And the most tedious part;remove extraneous bones.
These are marked with an @.


For Al's toolbox, as I mentioned, you only need O2pe for anything with full movement. Like a walk or run cycle.Any bones you do not wish to be a part of the rtm should always have the @ symbol as a prefix. For example,@Ik_LeftHand. Which would be the Ik solver for the left hand.The toolbox will strip these bones out when writing the RTM.

While in O2pe follow the usual method for importing an RTM file.

I'm not an expert on the internal workings of Blender.Nor would I consider myself a grade A rigger/animator.So bear that in mind if you find mistakes or bugs.

You can watch a brief video where the rig is used to generate a couple of rtms.I use Alwarren's Arma toolbox. here.


Media:



Armaholic.com has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Armaholic.com Youtube channel


Notes:
I'm not an expert on the internal workings of Blender, nor would I consider myself a grade A rigger/animator. So bear that in mind if you find mistakes or bugs.


License:
Do not use this blend file for commercial projects.
Provide credit for the author.
If you share the archive,this readme must remain as part of the package.
The meshes used for reference are still the intellectual property of Bohemia Interactive Studios.
They are therefore legally bound by BI's own licensing.They are clearly labelled as;
Character reference,weapon reference,launcher reference,vest reference, head gear reference and M9 pistol.
They are based on the A2/A3 example models.


Changelog: (23-12-2020 - updated as it happens, displayed in news once every month)
6.3
Added Childof constraints to both hands to allow switching parent from Master to Pelvis. Same with the Launcher and rifle.
Some basic house cleaning done with the outliner to make it more legible.
Some cosmetic alterations were added for a couple of the control objects.
Important note:
When switching the parent in the Childof constraints the child bone may appear to move out of position. Simply hit the "set inverse" button to correct. Whenever you wish to work with a new animation switch the parenting to whatever was used for that sequence. Make notes of what parenting was changed for the sequence you're currently editing. As fiddly as it sounds, it's quite possible you'll never bother changing it. In which case the rig will operate as usual.

6
I moved the forearm bones onto the first bone layer. This should help correct potential collapse when rotating the hand forward( palm to the back, as opposed to the front).

v5
Removed the BVH rig. It's not really something I want to continue promoting, as it's far too messy.
Added a reference mesh for a pistol, from the A2 sample weapons. Specifically the M9 pistol.

v4
- Made changes to bone parenting and rotation transform locks.

v3
I simply added another version of the original rig.With most of the "link" bones removed.
Not only is this easier to work with visually.It also removes any extra constraints and Ik chains.
Making behaviour more predictable.Cosmetic changes were also made.

v2
- The entries for the bones in the dope sheet didn't update after my last edit. This basically disassociated the actions from the rig, preventing the 4 hand/arm controllers from operating.
- I also removed the "A3" version.

v1
- made some small changes and corrected one or two things.



- Blender 2.7x or higher


Forum topic:
- BI forums




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Tags: Animation,   Blender,   Tool,   Arma Toolbox