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shinkicker
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Sep 10 2013, 5:02 PM (325 w, 5 d)

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May 10 2016

shinkicker added a comment to T79317: Arma3Server.exe crash - ntdll.dll.

I am getting this exact same issue. Like others, have completely deleted everything and reinstalled.

Each time after around 10-30 seconds, it crashes

Very frustrating as I am trying to develop a mod and this in my local dev enviroment. On another machine, I don't see this issue, but I cannot narrow down any differences at all.

May 10 2016, 9:16 AM · Arma 3
shinkicker added a comment to T75793: Cannot use FBX format to import model skeleton and animation..

Could you share a screen cap of the FBX import window when you import the animation? I think there might be a step missing or misunderstood from my side..

I tried to replicate your suggested workflow using A3_character_example.FBX and A2_animation_poses.fbx (so we have a common ground if need be and to rule out any mistakes that might be present in my mesh / skeleton / animation).

For the master scale I use 0.01 (as the units set for A3_character_example is centimetres when viewed in max).

I do the following...

  1. Import A3_character_example.FBX into max.
  2. Export via VM script
  3. File > Import > FBX > A2_animation_poses.fbx
  4. Use the following options http://puu.sh/73oqw.png
  • Note: I also tried changing steps 1 & 2 to importing the FBX directly into o2 without animations or skeleton selected. Same again also with A3_character_example.P3D

Result: mesh disappears, as does all of the weights. Looks to me this is due to the import overwriting the current LOD (all the bones disappear from the property window), so I expect so.

Here is a short video of the import: https://www.dropbox.com/s/5oq9nilb4pbvloa/o2anim-import.avi

If you can help me nail down the process, I promise to neatly document and share with the forum and armaholic etc.

Also, sincere thanks for taking time out to respond!

May 10 2016, 7:44 AM · Arma 3
shinkicker added a comment to T75793: Cannot use FBX format to import model skeleton and animation..

ok, getting somewhere now. Will try and document some steps, when I am have it in game and I am sure of the process.

You know it really would help a lot if you guys could screenshot your fbx export settings and provide a friendly workflow for people to follow.

Its really tough sometimes chipping away at this by trial and error with no documentation to source.

May 10 2016, 7:44 AM · Arma 3
shinkicker added a comment to T75793: Cannot use FBX format to import model skeleton and animation..

ok, I think I get it now.

It does not matter that the mesh disapeers, o2 is simply being used a vessel to convert the fbx animation frame to rtm. You then load the ported rtm file against the model.

Will update with progress shortly.

May 10 2016, 7:44 AM · Arma 3
shinkicker edited Steps To Reproduce on T75793: Cannot use FBX format to import model skeleton and animation..
May 10 2016, 7:44 AM · Arma 3
shinkicker added a comment to T75582: Animations not synced in mp with switchmove or playmove.

Anyone have further progress with this?

From our tests it still looks to be broken.

May 10 2016, 7:39 AM · Arma 3
shinkicker added a comment to T72688: "removeAllWeapons player" damages player..

seems to be specific to my environment.

May 10 2016, 6:19 AM · Arma 3
shinkicker edited Steps To Reproduce on T72688: "removeAllWeapons player" damages player..
May 10 2016, 6:19 AM · Arma 3
shinkicker added a comment to T72688: "removeAllWeapons player" damages player..

weird, seems to be something to do with the mod I had loaded (model reskin), removing the -mod=@mymod flag cleared the error.

This can be closed now, sorry for false flag.

May 10 2016, 6:19 AM · Arma 3