{"name":"FBX to RTM","title":"FBX to RTM","type":"topic","url":"https://community.bistudio.com/wiki/FBX_to_RTM","revid":336565,"updated":"2023-01-04T15:23:01Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM\n\n#### Usage\n\n**Line call:**\n\nFBXToRTMGui.exe\nFbx2Rtm.exe [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx\n\n- cfg *XML config with skeleton definitions*\n- skeleton *Name of skeleton definition*\n- step *Name of root bone defining movement (Usually \"Hips\")*\n- removestep *Neutralize movement (remove step)*\n- bindpose *Fbx scene with character in bind pose. When not defined, the first animation frame is taken as bind pose.*\n- fps *Desired animation framerate. Default 30*\n- scale *Scale factor. Default is 0.01*\n- log *Name of log-file*\n- output *Output file name. Default is source name with .rtm extension*\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### Supported formats\n\nInput:\n\n- FBX (Motion Builder)\n\nOutput:\n\n- RTM (nonbinarized)\n\n##### How to use it\n\nby [Zdeněk \"Vespa\" Vespalec](http://forums.bistudio.com/member.php?84576-Vespa)\n\n###### in Motionbuilder\n\n- Use MoBu 2009. Other versions probably work too, but they are not tested. However, Mobu 2015 has been tested and does not work with FBXtoRTM.\n- Open a scene, do your animation and then select \"Animation - Plot all\" and plot it in the same FPS you intend it to have for game. Then save.\n- To match your animations on existing Arma3 ones, you can use poses from bank_20_07_2012.fbx.\n\n###### export procedure using FbxToRtm:\n\n- Run FBXToRTMGui.exe and manually set paths in fields (to bindposeman.fbx and modelbox.xml).\n- Pick input file and output dir and filename.\n- Make sure FPS is the same as input file FPS.\n- Make sure to pick ManSkeleton and Hips as root bone.\n- Check or not check step. (aka normalization) Depends what you want to achieve.\n- Hit export, and it should produce an .rtm.\n- Test the RTM with \\p3d_skeleton\\Male-light.p3d. If the rifle and launcher float (don't stick on a characters back) then you encountered so called \"rifle/launcher bug\". it is some voodoo in motionbuilder that nobody knows how to solve.\n\n###### \"fixing\" rifle/launcher bug\n\n- Open \\rifle_bug_fix\\AidlPercMstpSrasWrflDnon_1.fbx.\n- Plot all, do not save.\n- Open your actual file.\n- Plot all, save.\n- Try exporting and see if the bug disappeared.\n- If not, the repeat the process with \\rifle_bug_fix\\AmovPercMrunSlowWpstDbl.fbx.\n- Once you get your motionbuilder to a state when it doesn't produce weapon bugs, it will stay that way until you close it - so keep it running if you plan to work longer periods.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM"},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nFBXToRTMGui.exe\nFbx2Rtm.exe [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx\n\n- cfg *XML config with skeleton definitions*\n- skeleton *Name of skeleton definition*\n- step *Name of root bone defining movement (Usually \"Hips\")*\n- removestep *Neutralize movement (remove step)*\n- bindpose *Fbx scene with character in bind pose. When not defined, the first animation frame is taken as bind pose.*\n- fps *Desired animation framerate. Default 30*\n- scale *Scale factor. Default is 0.01*\n- log *Name of log-file*\n- output *Output file name. Default is source name with .rtm extension*"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Supported formats","level":5,"markdown":"Input:\n\n- FBX (Motion Builder)\n\nOutput:\n\n- RTM (nonbinarized)"},{"heading":"How to use it","level":5,"markdown":"by [Zdeněk \"Vespa\" Vespalec](http://forums.bistudio.com/member.php?84576-Vespa)"},{"heading":"in Motionbuilder","level":6,"markdown":"- Use MoBu 2009. Other versions probably work too, but they are not tested. However, Mobu 2015 has been tested and does not work with FBXtoRTM.\n- Open a scene, do your animation and then select \"Animation - Plot all\" and plot it in the same FPS you intend it to have for game. Then save.\n- To match your animations on existing Arma3 ones, you can use poses from bank_20_07_2012.fbx."},{"heading":"export procedure using FbxToRtm:","level":6,"markdown":"- Run FBXToRTMGui.exe and manually set paths in fields (to bindposeman.fbx and modelbox.xml).\n- Pick input file and output dir and filename.\n- Make sure FPS is the same as input file FPS.\n- Make sure to pick ManSkeleton and Hips as root bone.\n- Check or not check step. (aka normalization) Depends what you want to achieve.\n- Hit export, and it should produce an .rtm.\n- Test the RTM with \\p3d_skeleton\\Male-light.p3d. If the rifle and launcher float (don't stick on a characters back) then you encountered so called \"rifle/launcher bug\". it is some voodoo in motionbuilder that nobody knows how to solve."},{"heading":"\"fixing\" rifle/launcher bug","level":6,"markdown":"- Open \\rifle_bug_fix\\AidlPercMstpSrasWrflDnon_1.fbx.\n- Plot all, do not save.\n- Open your actual file.\n- Plot all, save.\n- Try exporting and see if the bug disappeared.\n- If not, the repeat the process with \\rifle_bug_fix\\AmovPercMrunSlowWpstDbl.fbx.\n- Once you get your motionbuilder to a state when it doesn't produce weapon bugs, it will stay that way until you close it - so keep it running if you plan to work longer periods."}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]}