---
name: "FBX to RTM"
type: topic
source: https://community.bistudio.com/wiki/FBX_to_RTM
revid: 336565
updated: 2023-01-04T15:23:01Z
---

# FBX to RTM

#### Basic information

**Author:** Bohemia Interactive

**Compatibility:** Arma 3

**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)

#### Description

**Description:** FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM

#### Usage

**Line call:**

FBXToRTMGui.exe \
Fbx2Rtm.exe [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx

- cfg *XML config with skeleton definitions*
- skeleton *Name of skeleton definition*
- step *Name of root bone defining movement (Usually "Hips")*
- removestep *Neutralize movement (remove step)*
- bindpose *Fbx scene with character in bind pose. When not defined, the first animation frame is taken as bind pose.*
- fps *Desired animation framerate. Default 30*
- scale *Scale factor. Default is 0.01*
- log *Name of log-file*
- output *Output file name. Default is source name with .rtm extension*

#### Licenses

**Licensing:** Bohemia Interactive End User License Agreement

#### Additional information

##### Supported formats

Input:

- FBX (Motion Builder)

Output:

- RTM (nonbinarized)

##### How to use it

by [Zdeněk "Vespa" Vespalec](http://forums.bistudio.com/member.php?84576-Vespa)

###### in Motionbuilder

- 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.
- 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.
- To match your animations on existing Arma3 ones, you can use poses from bank_20_07_2012.fbx.

###### export procedure using FbxToRtm:

- Run FBXToRTMGui.exe and manually set paths in fields (to bindposeman.fbx and modelbox.xml).
- Pick input file and output dir and filename.
- Make sure FPS is the same as input file FPS.
- Make sure to pick ManSkeleton and Hips as root bone.
- Check or not check step. (aka normalization) Depends what you want to achieve.
- Hit export, and it should produce an .rtm.
- 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.

###### "fixing" rifle/launcher bug

- Open \rifle_bug_fix\AidlPercMstpSrasWrflDnon_1.fbx.
- Plot all, do not save.
- Open your actual file.
- Plot all, save.
- Try exporting and see if the bug disappeared.
- If not, the repeat the process with \rifle_bug_fix\AmovPercMrunSlowWpstDbl.fbx.
- 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.

<sub>Source: [BI Community Wiki — FBX to RTM](https://community.bistudio.com/wiki/FBX_to_RTM) (revision 336565).</sub>
