Reyhard/Sandbox/Character Gear Creation/Headgear – User
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(Created page with "{{TOC|side}} == Tutorial Goal == In this tutorial you will learn about: * Importing your first FBX file * Adding sockets & skeleton * How to configure new weapon {{Feature|i...") |
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== Tutorial Goal == | == Tutorial Goal == | ||
In this tutorial you will learn about: | {{Messagebox|In this tutorial you will learn about: | ||
* Importing your first FBX file | * Importing your first FBX file | ||
* Adding sockets & skeleton | * Adding sockets & skeleton | ||
* How to configure new weapon | * How to configure new weapon|💬|#CDF}}{{Feature|informative|If you '''don't have any experience with Workbench''' yet, it is recommended to '''go through [[Arma Reforger:Weapon Modding|modded weapon tutorial]]''' to familiarize with some of the concepts present in the '''Workbench'''.}} | ||
{{Messagebox|Sources files for this tutorial can be found at '''{{Link|https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCharacter|Arma Reforger Samples Github repository}}'''.|📥|orange}} | |||
== Add New Helmet == | |||
== Add New | |||
{{Feature|informative|Preparation phase consist of things like: | {{Feature|informative|Preparation phase consist of things like: | ||
* '''Preparing basic structure''' | * '''Preparing basic structure''' | ||
}} | }} | ||
== Structure Preparation == | == Structure Preparation == | ||
While sticking to official structure is not mandatory and there are no engine restrictions asset wise about it, it is recommended to follow guidelines listed here - [[Arma_Reforger:Directory_Structure|Data (file) structure]] - to ensure that all automation plugins are parsing your assets correctly and make it later easy to navigate. | While sticking to official structure is not mandatory and there are no engine restrictions asset wise about it, it is recommended to follow guidelines listed here - [[Arma_Reforger:Directory_Structure|Data (file) structure]] - to ensure that all automation plugins are parsing your assets correctly and make it later easy to navigate. | ||
Therefore, your first task will be preparing following file structure | Therefore, your first task will be preparing following file structure[[File:armareforger-new-helmet-file-structure.png]] | ||
[[ | |||
== Creation Steps == | == Creation Steps == | ||
#{{Link|Arma Reforger:Weapon Creation/Asset Preparation}} | |||
#{{Link|Arma Reforger:Weapon Creation/Prefab Configuration}} | |||
{{GameCategory|armaR|Modding|Tutorials|Assets}} | {{GameCategory|armaR|Modding|Tutorials|Assets}} |
Revision as of 13:24, 9 August 2023
Tutorial Goal
Add New Helmet
Structure Preparation
While sticking to official structure is not mandatory and there are no engine restrictions asset wise about it, it is recommended to follow guidelines listed here - Data (file) structure - to ensure that all automation plugins are parsing your assets correctly and make it later easy to navigate.
Therefore, your first task will be preparing following file structure