Arma 3
ArmA 2 Anims To ArmA 3 | A2ATA3
333 Comments
Dr_EC Oct 17 @ 3:54am 
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 Sep 8 @ 4:52pm 
Now you have to make one of these but porting operation flashpoint animations
maximilionus  [author] Aug 1 @ 12:25pm 
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... Jul 1 @ 2:06am 
Any chance for Project Injury Reaction compatibility ?
maximilionus  [author] Mar 24 @ 9:56am 
Nope, only movement animations here. For cutscenes animations check out the A2C mod.
Does this have the arma 2 boxing animation? which for some reason never got included in arma 3
The Chinger Jan 11 @ 2:37am 
@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  [author] Jan 9 @ 5:11pm 
@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 Jan 9 @ 5:00pm 
@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  [author] Dec 27, 2024 @ 8:30am 
@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]
The Chinger Dec 26, 2024 @ 11:20pm 
Hello, Maxi! I just had a question -

I understand that you posted the source code on github, but I am very curious to ask -

Since the ArmA 3 Skeleton has more bones than ArmA 2, how did you get them to display properly on the ArmA 3 Models? Did you have to go and manually reanimate certain pieces? I am curious because I am looking at porting some ArmA 2 Animations to Legacy (DX9) DayZ, Just for fun, and as a bit of a learning curve for me. Thank you!
Coremanite Oct 21, 2024 @ 3:59pm 
thank youuu
maximilionus  [author] Oct 21, 2024 @ 12:49pm 
@soft femboy (nice username)

The second track is God's Gonna Cut You Down by Johnny Cash, and the first one gave me a real hard time trying to remember what it was. I absolutely love LORN, so I started digging in that direction and the closest resembling sound to this: "LORN - The Way Will Follow You" with heavily modified speed and pitch (by my hand, probably) .
Coremanite Oct 21, 2024 @ 4:19am 
what's the song used in the trailer?
maximilionus  [author] Jul 26, 2024 @ 10:29am 
@小肥龙 changing the load order of A2ATA3 to a higher priority may be a solution.
Asuka Jul 25, 2024 @ 10:56pm 
PIR disables this mod, any solutions?
maximilionus  [author] Jul 21, 2024 @ 7:19pm 
@HKG3KA1 No, unfortunately this is not possible. All unit animations are fetching directly from the configuration file, which cannot be overwritten in-game.
HKG3KA1 Jul 21, 2024 @ 12:59pm 
Hi,Is it possible to give a2 animation via unit Init in the editor,keeping the a3 animation for any other unit?
maximilionus  [author] Oct 20, 2023 @ 7:57am 
@Corporal Ray Person sadly, it is only possible to be done by manually editing the animations classes and re-building this modification from source [github.com]. The code base is very outdated spaghetti of inheritance, hard-coded especially to work with Arma 2 animations, so I believe it will be very painful to modify it to your needs.
Corporal Ray Person Oct 20, 2023 @ 5:12am 
Hey Max, I was wondering if there was any way to disable the A2 "Run" animation. I want to keep the sprint and walk animations but every time I've attempted it's always bugged it out. No problem is that's impossible to do
SIDEKILLER™ Sep 7, 2022 @ 9:52pm 
if you are using PIR mod it will break this mod
root+beer Aug 20, 2022 @ 3:51pm 
Yeah it still doesn't work, i have 0 animation mods that effect movement except an event handler
maximilionus  [author] Aug 15, 2022 @ 9:55am 
@David but it is... Default Arma 3 animations are only used for "Tactical movement" mode. Try pressing C x2
maximilionus  [author] Jul 11, 2022 @ 3:15pm 
Sorry for all not replied comments, I'm currently not actively working on Arma games modding, many things changed.

@.basloon C are you using any other animation mods with this one? Because A2ATA3 is 90% incompatible with any other animation (altering, tweaking) mods. Played with this mod about a month ago - everything was fine.
root+beer Jul 11, 2022 @ 1:14pm 
Mod still does not work
Rangerskull Aug 17, 2021 @ 2:12am 
The mod works. Maybe there is conflict with other mods. Mine conflicted with GCE mods. Some amin mod inheritance seems to break this mod.
Fluffy GS G5 Jun 25, 2021 @ 4:55pm 
nevermind, mod is still working. I figured out the mod "AEGIS" breaks a lot of everything. Also this mod. So maybe for other guys has the same problem and you use AEGIS: this is the problem
Fluffy GS G5 Jun 25, 2021 @ 4:19pm 
Is the creator of this mod still active?
Fluffy GS G5 Jun 16, 2021 @ 2:40pm 
yes don't work anymore, realy sad :steamsad::steamsad:
root+beer May 17, 2021 @ 5:09pm 
Stopped working, used to have 0 issues but not it just doesn't work at all
Shadow Apr 8, 2021 @ 7:32am 
If you go to the weapon down option while jogging and start sprinting for some reason a medical animation plays and you get locked in place. It could be just me, but it seems to have an issue with ACE medical.
Blindside Apr 5, 2021 @ 8:55pm 
It bothers me that the combat walk animation in this isn't the same as the actual combat walk animation from ArmA 2. The character is oddly propped up straight and bobbing around alot while walking.
Jimiee Apr 5, 2021 @ 8:27am 
Love this, arma2 for the world. Screw arma 3 animations :D

Thanks Maximili for mod
MycroftCanadaNS Apr 3, 2021 @ 2:30pm 
Where should this mod be placed in the mod load order?
J-Money Mar 21, 2021 @ 7:44pm 
Don't think this works anymore, tried it but wasnt active
TEKILLA Mar 13, 2021 @ 1:18pm 
Add please death animation's from arma 2.
I will be very grateful.)
Rocky Bukkake Mar 6, 2021 @ 12:58am 
I think this mod suddenly stopped working?
Tempten101 Feb 16, 2021 @ 2:24pm 
The slow walk pace (with rifle) seems oddly different to A2. Movement speed seems a lot faster too.

Other than that, the animations work pretty good.
AlphaGarg Jan 24, 2021 @ 10:57am 
Thank you! Do you have a reference or guide you used for figuring out the naming convention of these files, or did you "yolo" it?
maximilionus  [author] Jan 24, 2021 @ 2:37am 
@AlphaGarg
1. Source code of this modification is available on github [github.com] for everyone.
2. Arma 1 animations will probably be very outdated, so porting them will be quite hard but possible.
3. It's okay to use this modification as base for your work if you credit the original author :)
AlphaGarg Jan 22, 2021 @ 2:25pm 
Good evening, sir. I have three questions to ask:
1. How did you make this mod? I'm interesting in trying my hand at a version that replaces all non-half-stance animations, effectively removing Combat Pace from the game.
2. Would it be possible to do something like this, but with Arma 1 animations? Or are the skeletons too different?
3. Depending on the answer to 1, would you be okay with me uploading a modified version of this mod, with full credit, on the workshop?
SturmFall 7 Jan 1, 2021 @ 6:26pm 
i thought i was the only one who liked Arma 2's Jogging movement
Rattler Nov 18, 2020 @ 2:01am 
@MAXIMILI Ahh I see, this is no issue though. Still a great mod nonetheless!
maximilionus  [author] Nov 18, 2020 @ 1:48am 
@Stock Rattler thanks for the report, but this issue was detected long ago [github.com]. There's no way to fix it currently :(
Rattler Nov 17, 2020 @ 3:53pm 
There's a Bug when I use the NIArms Pistols, where the other hand is still holding the pistol when running, I don't know if you can fix it but I wanted to point it out. Still a great mod though! I really love the older animations over the new animations.
Rangerskull Nov 17, 2020 @ 9:24am 
can we have the default bis walking with the weapon up?
Imortal Oct 14, 2020 @ 9:10am 
The mod is really amazing, but the slow walk aiming with the gun is very strange, it seems that the soldier has a straight spine. If you can fix this the mod will be perfect.
*******ive father Oct 12, 2020 @ 1:42pm 
I dont think there are any restrictions to porting content from Arma 2?
maximilionus  [author] Oct 12, 2020 @ 1:30pm 
@pvttunt everything is possible. I'm just not sure if it's allowed to port these animations to Arma 3 or not.
maximilionus  [author] Oct 12, 2020 @ 1:27pm 
@Sergeant Dumbass this is fully client-side mod that should be allowed to use by server if you want to play with it in multiplayer. Mod is also working fine with uniform and most of the weapon mods, however there may be some problems with weapon animation if it has custom handling animations ( NIArms for example) .