武装突袭3

武装突袭3

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ArmA 2 Anims To ArmA 3 | A2ATA3
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Data Type: Mod
文件大小
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更新日期
64.639 MB
2017 年 11 月 12 日 上午 10:30
2019 年 8 月 14 日 上午 3:34
21 项改动说明 ( 查看 )

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ArmA 2 Anims To ArmA 3 | A2ATA3

在 maximilionus 的 1 个合集中
ArmA 2 : "REBUILD"
2 件物品
描述
ArmA2 Anims To ArmA3 (A2ATA3) - mod for ArmA3 that changes the most part of movement animations in A3 to A2 animations.

Features:
  • Movement animations in A3 changed to animations from A2
  • Completely working, fully fixed animations

CURRENT VERSION: 0.9.2.1
LAST PATCH CHANGELOG: #version=0.9.2.1 [EDIT] New logo. #version=0.9.2A - updated version in $PBOPREFIX$. #version=0.9.2 [NEW] .bisign updated to v3 [FIX] Fixed animation freeze when player trying to sprint while aiming in [Player > Main Weapon > Raised (Aiming) > Stand > Sprint]. [EDIT] File structure reworked. [REMOVED] Removed useless classes from 'A2ATA3\a2a_data\anims_cfg.hpp'. [REMOVED] Removed 'tactical' animations from 'A2ATA3\a2a_anims\Anim'.
LINKS:
If you have any questions feel free to contact me via:
Reddit
Twitter
BI Forums[forums.bohemia.net]
[www.bistudio.com]
热门讨论 查看全部(2)
2
2018 年 9 月 26 日 下午 8:34
Bohemia Monetization
Adam Kadmon
333 条留言
Dr_EC 10 月 17 日 上午 3:54 
I am wondering if the running animation (not sprinting) of a player with gun up can be the same as that of an AI, I tried to use Rested Weapon Movement by Sneakypeaky but it's not working.
Voxel 9 月 8 日 下午 4:52 
Now you have to make one of these but porting operation flashpoint animations
maximilionus  [作者] 8 月 1 日 下午 12:25 
This mod is very complex and overwrites the whole movement system configuration, so it's almost impossible to make something depending on the original animations system to work properly.
...GAMER... 7 月 1 日 上午 2:06 
Any chance for Project Injury Reaction compatibility ?
maximilionus  [作者] 3 月 24 日 上午 9:56 
Nope, only movement animations here. For cutscenes animations check out the A2C mod.
☃︎❄️IceColdCubes❄☃ 3 月 23 日 下午 6:05 
Does this have the arma 2 boxing animation? which for some reason never got included in arma 3
The Chinger 1 月 11 日 上午 2:37 
@MAXIMILI

Thanks! Fortunately I've been using steamcmd to download older DayZ builds for animations, so I am currently not in need of any .pbos, but really, thank you for offering!

Sorry for all the questions, I know it's been a while since you used ArmA Tools. Do you remember if the weapon bones were messed up when you started? Specifically the "Launcher" & "Weapon" bones. When importing DayZ animations into Arma 3, the "Weapon" bone follows the hand even with empty hand animations, rendering most DayZ animations unusable. Did you encounter this with weapons and launchers on the back/"Holstered"? Maybe I missed something when you "converted them to a new skeleton." All other parts of the animations seem fine, except for the weapon/launcher bones, which sorta just renders them all unusable. Hopefully you can provide some insight

Thanks a million!,
Chinger
maximilionus  [作者] 1 月 9 日 下午 5:11 
@The Chinger

That is really nice! Really looking forward to your project. I still got the .62 version archived, so if you need any pbos - write me.

Happy New Year!!! :lhflames::lhflames::lhflames:
The Chinger 1 月 9 日 下午 5:00 
@MAXIMILI

Hello again! I just want to say that your mod & information has been a great help in learning about this kind of stuff. I actually just managed to get a few Legacy DayZ Animations onto the workshop.

Thanks again for your insight!

Happy New Year
maximilionus  [作者] 2024 年 12 月 27 日 上午 8:30 
@The Chinger hey hey hey. Sorry, that was really a long time since I last touched the Arma tools, so I don't really remember all the details, but the animations indeed were broken. I got their de-obfuscated variant from the public Bohemia Interactive - Licensed Data Packages [www.bohemia.net] and then used some tool in Object Builder or Mikero toolset to convert them to new skeleton here [github.com]