FBX to RTM: Difference between revisions
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{{Tool | {{Tool | ||
|AUTHOR= | |AUTHOR= | ||
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|DOWNLOAD= | |DOWNLOAD= | ||
{{Link|link= http://store.steampowered.com/app/233800/|text= 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 | ||
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==== How to use it ==== | ==== How to use it ==== | ||
by | by {{Link|link= http://forums.bistudio.com/member.php?84576-Vespa|text= Zdeněk "Vespa" Vespalec}} | ||
===== in Motionbuilder ===== | ===== in Motionbuilder ===== | ||
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* 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. | * 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. | ||
{{GameCategory|arma1|Official Tools}} | |||
{{GameCategory|arma3|Official Tools}} |
Latest revision as of 16:23, 4 January 2023
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
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. 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.