RTM

Arma 3 animation import options

Import a plain (not binarized) RTM animation, and assign it to a selected armature with matching bones, as a new action data block.

For more information, see the RTM setup page.


Location

File -> Import -> Arma 3 animation (.rtm)

The option is only available if an armature object is the active object in the scene.


Properties

Make Active

Make the action data block of the imported animation be the active action for the armature.

Apply Motion

Bake the motion vector directly into the animation. Otherwise the motion value is stored in the RTM properties.

Mute Constraints

Mute all bone constraints on the target armature to ensure the valid display of the imported animation.

Round Frames

When mapping the RTM frame phases to frame values, round the fractional results to the nearest whole number.

Method

  • Range: map RTM frames to a specific frame range

  • FPS: map RTM frames to a frame range starting at 1, with the length defined by time and FPS

  • Direct: map every RTM frame to a new frame index

The direct mapping method ensures that all RTM frames are preserved, but it might distort the animation if the frames are not evenly timed.


Process

  1. file is completely read into an internal data structure, and kept in memory for the duration of the process (if the file was BMTR format, it is converted to the plain RTM format internally)

  2. new animation action is created (name is set to the base file name)

  3. bone-frame -> transformation lookup is built

  4. frame -> motion vector lookup is built

  5. phase -> frame mapping is built

  6. bone constraints are muted (if applicable)

  7. frame transformation data is processed

  8. frame properties are processed

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