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Arma Reforger Blender Plugin Tutorial: For vehicles and weapons — Transcript

by steffenbk1 · 4,220 words · 658 segments · language en · Watch on YouTube

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  1. 0:01Okay. So, I wanted to share with you
  2. 0:03guys a little bit of an update on the
  3. 0:05Arma tools uh I'm developing. You can
  4. 0:08find it on my GitHub where you can
  5. 0:11download this. It's just one zip file
  6. 0:13that you can uh import to your Blender
  7. 0:16and have access to this. Uh so, a little
  8. 0:20bit about recent updates compared to
  9. 0:22this is that now the weapons and vehicle
  10. 0:25plugin is uh now one of the same inside
  11. 0:28the armor tool. So you could just switch
  12. 0:30between cuz it's it were generally the
  13. 0:33same just naming scheme when it come to
  14. 0:35bow most different. So and now it will
  15. 0:37take account for that if you work on
  16. 0:39vehicle or or a weapon. Now you just go
  17. 0:42quickly through the options area uh that
  18. 0:44you can have. So we have a clean mesh
  19. 0:48option where you can take uh the mesh
  20. 0:51you have and just um streamline it a
  21. 0:53little bit bit more for uh the game. So
  22. 0:56for example, this uh vehicle I just
  23. 0:58found on Sket Fab. Let me just take and
  24. 1:03do this first. Uh all the parts are
  25. 1:06separated. So we can just Ctrl and J
  26. 1:08join that. We can see [snorts] we have
  27. 1:10about 154,000 faces
  28. 1:14uh on this vehicle. So let's click the
  29. 1:17cleanup mesh. Uh just leave it at
  30. 1:19default. You can play with this as you
  31. 1:21want.
  32. 1:22uh and just uh but the default should
  33. 1:25work fine. And now we reduced it from
  34. 1:28from 150 to 70.
  35. 1:31Uh so and uh not depending of course on
  36. 1:36the model but uh not any noticeable
  37. 1:40loss on this one at least as far as see
  38. 1:43looks fine. Uh so yeah uh and then we
  39. 1:47can also create LODs from this. can
  40. 1:49select how many you want and I'm just
  41. 1:53going to click okay on this and so I can
  42. 1:55show you that it makes uh it will create
  43. 1:58then two other models LOD types with
  44. 2:03various um quality to them. So this one
  45. 2:08is the original 70 and this one is 29
  46. 2:11and this one is 16.
  47. 2:14You can probably see a little more
  48. 2:17gradient in detail on the wheel. Uh but
  49. 2:20yes, so that's just some simple simple
  50. 2:24setups. Uh you can also create the
  51. 2:26vehicle physics
  52. 2:28uh collider. So if I do this from the
  53. 2:32the whole body, it's going to be not
  54. 2:33look too good of course. So it's
  55. 2:36preferably that you divide it first like
  56. 2:38the body and wiggles and do this
  57. 2:40separately. But I'll try and show that
  58. 2:42later on.
  59. 2:44And then fire gio is a just more
  60. 2:47detailed version um of the collider
  61. 2:53and and it will also I'll show it later
  62. 2:55but it will also set the layer inside
  63. 2:57the arma tools and we have some wheel
  64. 3:01collisions. I'm going to show that a
  65. 3:02little bit later and center of mass just
  66. 3:05just yeah little collider there if you
  67. 3:09need that. Um but yeah the main feature
  68. 3:11of this is the separation component.
  69. 3:15So what what it does is if you click on
  70. 3:17your mesh uh first we need to create an
  71. 3:21vehicle amateur.
  72. 3:23Let's do that. And then if you select
  73. 3:25the mesh and uh tap control and you go
  74. 3:29to edit mode. Then I'm going to select
  75. 3:32example the faces of the wheel here.
  76. 3:35After that I'm going to just
  77. 3:37back side.
  78. 3:39What we can do now is uh hit separate
  79. 3:42component and we can choose just a
  80. 3:45component pipe just a prefixed name for
  81. 3:47it. So let's just have it as wheel and
  82. 3:50then it will you can of course select
  83. 3:52some options here but you can add the
  84. 3:54socket uh and the bone and inside here
  85. 3:57it's uh various few features uh and you
  86. 4:01can see that the um the prefix name is
  87. 4:03going to be v
  88. 4:06underscore so you don't have to type
  89. 4:07like v something something you can just
  90. 4:11straightly type it same as here if you
  91. 4:13type this like I wanted to say window
  92. 4:16instead and have it on custom.
  93. 4:20It will give the same name to all the
  94. 4:23socket and bone components in this one.
  95. 4:26But uh if you want to for example this
  96. 4:28to have something door instead of window
  97. 4:30in the same, it will do that. So it will
  98. 4:32then skip this one and go and give the
  99. 4:34window name to this one instead and keep
  100. 4:37this as door. But that's going to keep
  101. 4:39this as blank and keep this at the
  102. 4:42wheel. And then you can also select the
  103. 4:44world directions. Um oops
  104. 4:47world directions for it
  105. 4:51like it
  106. 4:53um and change that however you want. I
  107. 4:56want to have it in y plus um
  108. 4:59direction cuz I want it to face
  109. 5:01alongside the y- axis. Uh you some more
  110. 5:05uh
  111. 5:07more axis points like uh roll or like
  112. 5:10pitch. I can show that later with the
  113. 5:12wheel. and also a prepar option. If you
  114. 5:15already know that you want to parent
  115. 5:17this wheel to something, you can select
  116. 5:19that bone here. I'll try and show that a
  117. 5:22little later too. But if I just do this
  118. 5:24now, it will make the wheel. If you look
  119. 5:27at the top right there, uh underscore V
  120. 5:30there. Uh so it was called window body.
  121. 5:33So that was wrong. So just separate
  122. 5:36window wheel. There we go.
  123. 5:40Wheel one. the vc wheel one and now I
  124. 5:44can click on the on the bone and we can
  125. 5:48go to post mode and you can see that
  126. 5:51it's connected
  127. 5:53there
  128. 5:56and yeah so this just streamlines this
  129. 5:59process so you could do it for
  130. 6:01everything you need and same with the
  131. 6:04add bone socket to object if uh I want
  132. 6:07to for example if I already had this
  133. 6:11wheel uh disconnected from the mesh the
  134. 6:15main mesh without having given it a a
  135. 6:20bone or socket. I can we can do that
  136. 6:24on this button. So if I do this and just
  137. 6:27separate it without sockets or anything,
  138. 6:29it will just be its own um mesh. Uh it's
  139. 6:34already parented to the amateur so it
  140. 6:37will stay there but you can of course
  141. 6:39and join it if you need but uh we can
  142. 6:42then add bone sockets uh to the
  143. 6:46uh to the to the measure. So just click
  144. 6:49the mesh and then you will get the same
  145. 6:51options as you do with the separate
  146. 6:53body. Then should be connected here like
  147. 6:58so. Yeah like before.
  148. 7:02Then I can just see it got probably name
  149. 7:04wheel two because we already had two
  150. 7:06wheels. So now yeah wheel one
  151. 7:10one. Yeah, that's just how the naming
  152. 7:12convention. So a little bit of manual
  153. 7:14tweaking it's got to be done. Uh you can
  154. 7:17also when you have the um object and go
  155. 7:21to edit mode again and have faces
  156. 7:24selected, you can click on the face and
  157. 7:26just directly add a socket to the to the
  158. 7:31the face you have selected. So if I find
  159. 7:34where's the seat
  160. 7:37see it and I will just add that you will
  161. 7:40get the tip on the middle of the of the
  162. 7:44face. That's very useful for when you
  163. 7:47have something that's not directly easy
  164. 7:50to access like article. So if I have
  165. 7:53this selected all this, I can just it
  166. 7:56will add a socket in the center
  167. 8:00like so. Uh show
  168. 8:05for example.
  169. 8:08Yeah. Um and then you have add bone.
  170. 8:11This just adds the bone wherever that
  171. 8:14you can place wherever you want. It's
  172. 8:16simple. Uh you can align all the bone in
  173. 8:20a a direction. So if I actually make the
  174. 8:23bone and I can go to edit mode, I can
  175. 8:28here and I just rotate it, make it a
  176. 8:30little larger just to showcase it like
  177. 8:34so. And uh we have since we are already
  178. 8:38in edit mode I can just click that align
  179. 8:42bone and then you can align it in a in
  180. 8:44an axis. Uh so I want it to my plus
  181. 8:48and then it just does that for you. So
  182. 8:50if you have multiple that points the
  183. 8:53wrong way cuz I think the general
  184. 8:55consens consensus is that you want your
  185. 9:00you want it to point in the y same
  186. 9:02direction. Uh later on I try and explain
  187. 9:06why I think that would be a benefit if
  188. 9:08it does when it comes to adding the
  189. 9:12mesh. Uh but yes and if we have if we
  190. 9:16have this bone and we do not have it
  191. 9:18assigned to anything and say we have uh
  192. 9:21this this canister on the back. Uh if I
  193. 9:26didn't say this this is just a model
  194. 9:28from sketch fab I found. So it's free
  195. 9:31just search wheel jeep on sketchab and
  196. 9:33it's the first one that pops up and I
  197. 9:36will separate and call this tank
  198. 9:40tank.
  199. 9:44Now that's separated. And then we can
  200. 9:45click on the bone um click the amateur
  201. 9:49or any of the bone. Click edit uh assign
  202. 9:52to
  203. 9:55No, sorry. Uh wrong. You click the mesh
  204. 9:58and assign that to the bone. I can do
  205. 10:01that. And we have the custom one uh that
  206. 10:05that we made, but it has not updated. So
  207. 10:07let's just go out and in of object mode.
  208. 10:10There we go.
  209. 10:12should
  210. 10:14should update. Well, it did not I get
  211. 10:18that. Oh, sorry. Sorry. I'm confusing
  212. 10:19myself. So, I get this that the name
  213. 10:21tank the bonus custom. So, if I go here
  214. 10:24again
  215. 10:26custom there uh edit mode select faces
  216. 10:34and assign custom. Come on. Go. Now, it
  217. 10:39should be connected.
  218. 10:45Yes.
  219. 10:50Yes. And then we just have parent all
  220. 10:52meshes and uh parent empties if you have
  221. 10:55something that's not connected. Uh
  222. 10:57another feature uh I have is the manage
  223. 11:00vehicle presets. Uh this is somewhat
  224. 11:04useful I believe. Um, I've used it
  225. 11:06myself a bit, but um, what it does is if
  226. 11:11we have if we're going to have, for
  227. 11:14example, this card and we want to use
  228. 11:16the same bones and same uh, sockets
  229. 11:23uh, for
  230. 11:25our our vehicle. And this is what I
  231. 11:27think alluded to um previously that if
  232. 11:30you align the bones the same direction,
  233. 11:33I found that it's easier to actually
  234. 11:36just put your mesh onto this one cuz if
  235. 11:39you name them the correct things as
  236. 11:42here, uh as I show a little bit later,
  237. 11:44you can try and get it a little bit of a
  238. 11:47quick fix in um will automatically
  239. 11:50update it for the animation graphs and
  240. 11:52and yeah, kind of do a little bit
  241. 11:56perfect for you. Uh, but we're not going
  242. 11:58to use this one. We would rather use the
  243. 12:04um the wheel is cheap and that's already
  244. 12:08in the game. So, let me just
  245. 12:11find a Yeah, this work. Let me just do
  246. 12:15that right now.
  247. 12:18Now, I'm going off a little bit of a
  248. 12:20tangent here, but um the idea is that
  249. 12:24you can then uh
  250. 12:30give one sec.
  251. 12:35Duplicate
  252. 12:39the mesh thing.
  253. 12:42Okay. So if you just I I usually just
  254. 12:45screenshot all of this and put it in an
  255. 12:47AI. So you get the list and then you can
  256. 12:50put it in Blender here like the bones
  257. 12:53and the sockets and just uh separated by
  258. 12:56by comma in between. So v wheel two
  259. 13:01comma blah blah blah and then hit okay.
  260. 13:05then it will start a process where you
  261. 13:07can uh systematically divide all of the
  262. 13:11correct bones or sockets that you have.
  263. 13:15So for example, this if this light were
  264. 13:18to be my
  265. 13:20be my
  266. 13:23uh mesh door left or I can actually do
  267. 13:25that instead.
  268. 13:28Say this is my my door. If I had one, I
  269. 13:31can just separate. You get all the you
  270. 13:34get the component type and custom name
  271. 13:36and all that already prefixed and can
  272. 13:39add the socket component if you want. If
  273. 13:41I do that I get the door left and
  274. 13:47on there I forgot to take the Y position
  275. 13:50but whatever and it will then cycle to
  276. 13:52the next next one will be uh the door
  277. 13:55right and then you can do that one or
  278. 13:58skip it. Okay, I don't have a door.
  279. 14:00Okay, I have a hood. Okay. Skip. I have
  280. 14:03a trunk
  281. 14:04of Yeah. whatever you can set up. So, it
  282. 14:07just easily to go through um your
  283. 14:13your process there. And then when you're
  284. 14:15done with the bones, it will go to the
  285. 14:17to the sockets.
  286. 14:20So, yeah. Uh could be useful. I've used
  287. 14:22it a little bit myself, but uh to each
  288. 14:24your own. So, now uh let's try. So
  289. 14:28that's a little bit quick of an overview
  290. 14:31about the about the tool. So let me just
  291. 14:34try to quickly use them to somewhat get
  292. 14:37it into the
  293. 14:39into the into the game here to showcase
  294. 14:42what it can possibly do. Uh so let's
  295. 14:46start from this beginning. get my
  296. 14:50my um my jeep and get a little model
  297. 14:55into
  298. 14:57our reforger with using the tools. If I
  299. 15:01get the jeep back in here, I can take a
  300. 15:05join all this.
  301. 15:08Then we can scale it to around here, I
  302. 15:11think.
  303. 15:13And then we are going to apply all
  304. 15:17transforms.
  305. 15:20And then go to tools and clean up the
  306. 15:23mesh.
  307. 15:27We go and then we can
  308. 15:30get vehicle create amateur.
  309. 15:35So now we can start uh dividing the
  310. 15:38wheels first. So I can just show you
  311. 15:40that if you name have proper naming it
  312. 15:43will keep them when you swap the mesh.
  313. 15:53Oops.
  314. 16:01So and separate. Let's call this. So if
  315. 16:06we go to here and check what's it called
  316. 16:10the base one it's a wheel L01
  317. 16:14wheel R1 and it's going to be like L2
  318. 16:18and L3. I'm not going to do the full
  319. 16:19suspension thing. I'm just going to show
  320. 16:21you the process here that you can use
  321. 16:24and go back to Blender
  322. 16:29custom
  323. 16:31wheel
  324. 16:41add. We do not need this socket world
  325. 16:44orientation.
  326. 16:46And again, I forgot to click on the
  327. 16:48highlights here. Sorry. And There we go.
  328. 16:52That's created. Let's see the other one.
  329. 17:08All the nuts there bolts.
  330. 17:15And it's going to be L2.
  331. 17:21Go. And since you're already on the
  332. 17:23number two side, let's
  333. 17:30separate
  334. 17:33this to R.
  335. 17:48and one.
  336. 17:53Yes. So now we can just do a little text
  337. 17:56uh test export
  338. 17:58and check it out and find the
  339. 18:02folder you have. Let's call it um
  340. 18:06Willie.
  341. 18:09Yeah.
  342. 18:12um
  343. 18:17as model and we open it and import and
  344. 18:21enable getting reimp import.
  345. 18:24And let's check our boats are here
  346. 18:29on the right. And if we go now into the
  347. 18:33world editor
  348. 18:35and we just pick a map
  349. 18:40soft and we take the vehicle
  350. 18:45prefabs
  351. 18:47vehicle field and then we duplicate it
  352. 18:52first
  353. 18:54like so. So now if we swap the mesh it
  354. 18:57should contain the wheel positioning
  355. 19:03and as it's
  356. 19:05built I called it
  357. 19:08like so
  358. 19:10press play now
  359. 19:12it should have the wheels
  360. 19:15already set.
  361. 19:18So now we can go back to the
  362. 19:23bender. What we can also do now is just
  363. 19:25since we're already using the in-game
  364. 19:28wheels, we just delete this.
  365. 19:31So yeah, and uh now we can also uh since
  366. 19:35we kind of need a seating position if I
  367. 19:37I'll show you guys. Um we got to create
  368. 19:40a
  369. 19:42a um collision box. I've noticed that if
  370. 19:45you keep it at 50,
  371. 19:48it's something about how armor the tools
  372. 19:53uses the convex that I've set up. Uh if
  373. 19:58it was above like 150 or 100, I think it
  374. 20:02didn't register the collision here box
  375. 20:05here. I'm going I'm just going to do the
  376. 20:07the whole mesh now because I'm not going
  377. 20:09to divide the whole thing. But what I
  378. 20:11would do is like divide the whole body
  379. 20:13and only have the uh collision on the
  380. 20:16body itself.
  381. 20:18Uh so it's much cleaner and doesn't get
  382. 20:22the wheels and stuff cuz the wheels are
  383. 20:24going to have their own uh own um
  384. 20:28collision. Anyways, so if I now export
  385. 20:31this, we should see a
  386. 20:34a collision box pop up.
  387. 20:38And there we go.
  388. 20:40It's got a box there and should have uh
  389. 20:43yeah a layer a vehicle.
  390. 20:46Simple. Yeah. Okay. And just end the
  391. 20:50world. So
  392. 20:52you can see it. And then now we should
  393. 20:56be actually able to test it cuz you need
  394. 21:00a collision box for it for it to work.
  395. 21:04And I see just we have to do one more
  396. 21:07thing. Uh there's a spare wheel on the
  397. 21:09wheelies. We're just going to remove
  398. 21:11that for now. We don't really need that.
  399. 21:16There.
  400. 21:19And there. And if we go into this now,
  401. 21:25I don't have game master in this one.
  402. 21:27Let me load another level.
  403. 21:31We can have
  404. 21:37cuz right now I can't find the
  405. 21:40entry point with all the
  406. 21:44looking around cuz it's not set up uh
  407. 21:46properly. Of course, we're missing the
  408. 21:49bones and all that. So now if I go into
  409. 21:53put it in, you can see that the seat is
  410. 21:58of course not where it's supposed to be.
  411. 22:00So what we can do now under
  412. 22:05And we can
  413. 22:07pick the seat and we can
  414. 22:11create a socket call it driver
  415. 22:15underscore
  416. 22:18idle
  417. 22:20and that's a reference to the seating
  418. 22:23position
  419. 22:25here
  420. 22:29idle.
  421. 22:31And then we just uh make that. Okay.
  422. 22:35And what we also can make now is a
  423. 22:38driver get in.
  424. 22:42Let me see. Driver add socket
  425. 22:48get in.
  426. 22:52Let's place it there
  427. 22:55and then we can export it.
  428. 23:00Let's see. If
  429. 23:04it's reimpported,
  430. 23:08then we should see driver get in there
  431. 23:11and our sitting position should be at
  432. 23:14the correct. I see some adjustments need
  433. 23:17to be made either the size or the
  434. 23:19seating position. But yeah, that is how
  435. 23:23you can do it.
  436. 23:26So
  437. 23:28yeah, that is a very quick overview of
  438. 23:32how to use the separation tool. And the
  439. 23:37issue I think that you might come into
  440. 23:40if you try to just do this straight away
  441. 23:41is that the when you go open the
  442. 23:44animation editor, uh what I believe the
  443. 23:48issue might be is some components do not
  444. 23:53have the same
  445. 23:55X or XYZ coordinates.
  446. 23:59Uh so you see this one points along the
  447. 24:02y- axis
  448. 24:03and this one
  449. 24:07see sensitivity. You see you see the
  450. 24:10green arrow is like the y- axis they
  451. 24:12they point in various different
  452. 24:14directions. So when you do this uh just
  453. 24:17keep in mind that you might have to
  454. 24:19fiddle a little bit about with the bone
  455. 24:23um direction. Uh or or as well you can
  456. 24:26go in. Let me see if I could just I
  457. 24:29don't have duplicated this.
  458. 24:32But yeah, the consensus is that you
  459. 24:35should make it from scratch. But if
  460. 24:38I believe all they were all of the axis
  461. 24:41were pointing the same way could have
  462. 24:44just worked by just
  463. 24:46giving the same names in your in your
  464. 24:48mesh. But yeah, hope you find some
  465. 24:51enjoyment in this and I will see you
  466. 24:54guys later when I have another update. I
  467. 24:57actually forgot one last little thing to
  468. 24:59show. Uh we can also just show the
  469. 25:01animation part. Uh for example, the
  470. 25:04steering wheel. We can do that. And
  471. 25:06let's select the steering wheel
  472. 25:10like so.
  473. 25:13And then we can take separate and we
  474. 25:17will make what do they call it in the
  475. 25:20game again?
  476. 25:28Steering wheel.
  477. 25:31Steering wheel. Okay. So, uh, open that
  478. 25:34again.
  479. 25:40And we will, here's the interesting
  480. 25:43part. We will preserve the angle,
  481. 25:47but we will keep the Y-axis. Then I see
  482. 25:51it's
  483. 25:53might work. So if I take this in post
  484. 25:57mode now and I
  485. 26:01take low,
  486. 26:04we can
  487. 26:06be able to turn it. Yeah. Okay. So we
  488. 26:08can turn it, but as you see it's not
  489. 26:11quite correct. So we got to redo that
  490. 26:13one.
  491. 26:15Also
  492. 26:17we should also probably select this
  493. 26:25let's try now C separate keep it
  494. 26:31rotation axis that we can do
  495. 26:37okay I think we got too much actually
  496. 26:43cuz I only want Mark
  497. 26:51this.
  498. 27:03Yeah. So I just selected all the the
  499. 27:05wheel components and separate adding all
  500. 27:09direction Y plus and preserve angle on
  501. 27:12the default and we should get something
  502. 27:14like this.
  503. 27:16Now as I can see from the get go we can
  504. 27:19do a little bit of editing on the bone
  505. 27:22to make it bit more
  506. 27:24correct to where I want it and then
  507. 27:28check it out. Uh, so you go over here
  508. 27:31and local
  509. 27:33just turn it.
  510. 27:35It's not properly a line, but I'm not
  511. 27:37going to fiddle with it too much. So,
  512. 27:40what we can do now is in animation, just
  513. 27:44go back to this and animation and we can
  514. 27:48open up our editor.
  515. 27:54There we go.
  516. 27:57Here
  517. 28:01if you open my second tool it's also in
  518. 28:03the GitHub AR NLA and vehicle I call
  519. 28:08this
  520. 28:10wheelies
  521. 28:12and then we are going to create an
  522. 28:14action steering
  523. 28:20steering
  524. 28:23create and then we can go here and we
  525. 28:26can Then need also the
  526. 28:30action. There we go. Uh, press I
  527. 28:37go to pulse mode first and press I to
  528. 28:41create the first action. Now I'm frame
  529. 28:44zero. So I want to move that there.
  530. 28:47Just move to say
  531. 28:5020.
  532. 28:52And then I can
  533. 28:55just like this.
  534. 28:59I can do this.
  535. 29:07This
  536. 29:12should have
  537. 29:14animation for the wheel. Let's take that
  538. 29:17to 15. Actually,
  539. 29:20we can just move
  540. 29:23this a little bit more. Space it out.
  541. 29:27Yeah, something like this. And what do
  542. 29:30we now? Uh, let's see. This one is also
  543. 29:33very
  544. 29:35very spread out.
  545. 29:38Is that uh
  546. 29:44two things?
  547. 29:51Yeah. So, we're going to drop this one
  548. 29:53down like so.
  549. 29:56It's 40 frames.
  550. 29:58It's fine. And then we can go here and
  551. 30:02we can go to animations.
  552. 30:05We can take the one we open on the
  553. 30:08wheels and duplicate it. Right.
  554. 30:12Change it to the
  555. 30:15just drop it here.
  556. 30:17Just call it
  557. 30:20anim. and
  558. 30:23test
  559. 30:26duplicate and it should automatically
  560. 30:29open the duplicated
  561. 30:32animation workspace.
  562. 30:35We can open that. Open this. And if we
  563. 30:39go now to the animation set and we check
  564. 30:43out the steering,
  565. 30:46see the steering is there. Uh we have to
  566. 30:48swap out our model. So go back to work
  567. 30:52space properties. We can find an R uh
  568. 30:57asset.
  569. 31:00There we go. What you're going to see
  570. 31:02now, of course, it's that steering
  571. 31:04animation is not going to work or
  572. 31:08at all because first of all, I haven't
  573. 31:11imported the the new
  574. 31:15the one with the steering bone. So I can
  575. 31:17just show this
  576. 31:24Let me pop in I think. And you can see
  577. 31:27the steering is like totally on the
  578. 31:29wrong axis.
  579. 31:31So let's change this to first. Let's
  580. 31:34see. Back to Blender. Have uh
  581. 31:39have the open the editor table. Have
  582. 31:44that selected.
  583. 31:46And then let us export it with the
  584. 31:49infusion tool. Export animation.
  585. 31:54And then we'll find our animation here.
  586. 31:57Add. And then steering
  587. 32:01zone. I see
  588. 32:04change save location
  589. 32:07and then select location.
  590. 32:11I see that the
  591. 32:15Okay. So, this have happened a few times
  592. 32:18before, but for some reason on my end at
  593. 32:22least, uh the TS TX txa uh export
  594. 32:27presets are just not always there. So,
  595. 32:32see TXA. Yeah. So, export they are
  596. 32:36there. So, let me just open it again.
  597. 32:44Okay. and the
  598. 32:47give me one sec. Yeah, so I just had to
  599. 32:50uh redo the
  600. 32:52export path. Not sure what happened
  601. 32:54there, but just have to go into add-ons
  602. 32:57and settings and redo the export path.
  603. 33:01Uh so now it should work. And animations
  604. 33:05animations.
  605. 33:07Yeah, we have that selected now.
  606. 33:10And uh we do the infusion export.
  607. 33:15takes it and we find steering
  608. 33:20uh we can call it steering but just
  609. 33:22steering here and then we select the
  610. 33:25steering amateur
  611. 33:28okay then it's uh exporting
  612. 33:33that's the for so let's try and change
  613. 33:36this then so we can just unsign these
  614. 33:39two steering main steering extreme
  615. 33:43And then we can find the new one. And
  616. 33:47steering
  617. 33:50just one
  618. 33:56was the in
  619. 34:00steering design
  620. 34:07and then we find the steering. There we
  621. 34:10go. Just
  622. 34:12pull that up there.
  623. 34:14like so.
  624. 34:17Then we have the little bit wobbling
  625. 34:19steering, but the correct steering at
  626. 34:21least.
  627. 34:24So,
  628. 34:26we stop this
  629. 34:28and we save
  630. 34:31and open
  631. 34:32load it.
  632. 34:42Uh I don't think it actually.
  633. 34:47Yeah. So we forgot to
  634. 34:50of course change the animations
  635. 34:53animation set because we made an
  636. 34:54duplicate one. So we have to go here
  637. 34:58and
  638. 35:00change this one
  639. 35:03is
  640. 35:10equal.
  641. 35:17There you go. That should be better.
  642. 35:28Now we have the steering.
  643. 35:34So what's left is like the suspension
  644. 35:37stuff and of course a little bit more
  645. 35:39finicking. But yeah, so that's uh one
  646. 35:42thing I haven't figured out quite yet.
  647. 35:44Uh it's my issue here. As mentioned,
  648. 35:47when you change the name, you should be
  649. 35:50able to just plop them in here, but uh
  650. 35:53you have to work a a little bit around
  651. 35:56the animation graph editor here. So, if
  652. 35:59I go here, for example, to chassis and
  653. 36:03suspension,
  654. 36:07and I haven't set it up now, of course,
  655. 36:09but you have to do a little bit work
  656. 36:11here, so that's yet to be figured out.
  657. 36:15But yeah, hope this was uh helpful again
  658. 36:18and see you next

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