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  RTM animation kit for Maya (v pre-alpha)  
Picture of RTM animation kit for Maya Author : teacup
Version : pre-alpha Type : Modding
Size : 1,36 MB  
Downloads : 3191 Rating : 4.8 / 5 (rated 5 times)

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Description :
Maya RTM kit for ArmA - preliminary release 10.28.2008
=======================================================
-by teaCup (tib_magn_cod at hotmail dot com)


Here's the pre-alpha I suppose (it's not feature complete),
of my Maya animation kit for ArmA. Not sure when the following
bits will see the light of day, but here it is, use it if you
like.

For those who don't know, it's a little RTM (ArmA character
animation files) import/export utility for Autodesk (sigh) Maya.
Plus a rigged, ready to animate soldier. It's a follow-up of
my similar kit I made for OFP, back in the glory days.


Installation
------------

- Copy rtmScript.mel into one of Maya's script folders.
- Copy RtmBin2.exe into one of the directories covered by
your PATH environmental variable (e.g. "Windows" folder or
Maya's "bin" folder). RtmBin2 is the same from the OFP
version,, no need to update it if you have it already.


Usage
-----

Type "rtmScript" into your Maya commmand line, it will launch
the script and bring up the GUI.

1. Importing an animation:
Open "Animated selections.ma", click on "Pick your .rtm",
uncheck "Total Moving" if you want and hit "Import it". The
animation will be imported onto the individual meshes that
make up the animated selections. Importing animations in this
way is useful mostly to obtain a reference for important poses.

2. Exporting animations:
You can animate the meshes from "Animated selections.ma", but
their pivots will be all over the place, so i recommend you
open up "Rigged blufor soldier.ma" instead, animate on that
character and export the animations from it. You do that by
setting a start/end range at the bottom of the GUI, and clicking
on "Export animation". Before axporting make sure you have the
list in the middle populated with the animated selection names.
If it's not, click on "Add soldier components" prior to
exporting. Also, type in "Total Moving" values if you want to
export any.


Misc
----

It pretty much has the functionality of the OFP kit, with the
major hindrance of not being able to import the animation onto
the rigged character. This will be the focal point of the
next update. That and proper tutorials.

The rig is somewhat better this time around. Has a continuous
mesh attached, instead of the broken up bits, has IK/FK switching
for the arms (use the shoulder controllers to blend between the
two). If you think the rig is stupid, just delete it, keep the
skeleton and bound mesh and use full body IK or whatever you
fancy.

For some more things explained, check out the How-to that comes
with the old OFP kit. Not everything applies but it's roughly
the same.
 
  October 29th, 2008 - 14:12   Comment (0)  

 
 
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