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Note: Some of the information below is obsolete, specifically regarding creation of duplicate animation workspace. Post 1.3 update, you can open a vanilla animation workspace (uh1h.aw, mi8.aw, etc.) and use File > Duplicate Workspace - which will do much of the manual work below automatically.

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https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Setup

To start making animations, we need to follow the steps in the linked wiki above. The tutorial goes over weapons, but they apply to vehicle animations as well. Look below to see some notes:

Animation Workspace

Once you have created your animation workspace, you’ll need to duplicate an existing graph, again this is linked in the tutorial and the steps should be followed thoroughly.

You can then assign the Animation Workspace to the Helicopter prefab’s AnimationComponent.

Upon creating an animation workspace and taking the above steps, your animation sheets for the player and vehicle will have rows/columns but no data.

It is possible to duplicate the ASI files, and edit them in text editor:

Manually duplicating entire workspace

Alternatively, you can refer to the Mi8/UH animation workspace (.aw) in order to figure out what animation files (.anm) correspond to those positions of the ASI files. Once you have identified an animation, it is as easy as dragging and dropping that animation to the cell that you want that animation to apply to.

In certain circumstances, the vanilla animations apply to bones that do not exist in your model or animate to the wrong positions. Let’s go over some key ideas.

Exporting Custom Animations for Vehicle

With Arma Reforger Tools open, and Blender 4.2 LTS with Arma Reforger Blender Tools - you are able to get the current list of export profiles. More information is contained at these links: