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I am writing to suggest a detailed update and expansion of the official Arma Reforger documentation and the provided modding samples, specifically regarding Blender-to-Enfusion workflows, complex structures, helicopters, and animation systems.
Key Points
1. Update and Add/Update Modding Samples (Blender + Enfusion Pipeline):
Car Samples: The current Car sample assets is outdated relative to recent engine updates and current best practices. Updated sample files bridging Blender and Enfusion Workbench are needed.
New Helicopter Samples: There are currently no official sample projects for helicopters. Having dedicated sample files to study proper setup inside Blender and Workbench would be invaluable.
New Building/Structure Samples: Include official sample projects for buildings and modular structures, demonstrating proper setup, proxies, and collision layers.
2. Expand & Update Documentation:
Outdated parts: Some existing wiki pages contain outdated instructions or legacy workflows that no longer reflect the current state of the game, leading to confusion and trial-and-error situations.
Helicopter Documentation: There is currently no dedicated documentation on how to configure and set up helicopters in the Enfusion Workbench.
Advanced Animations Section: The "Advanced Animations" page in the documentation has remained marked as To-Do for a long time. It would be extremely helpful to see this section expanded with clear explanations on:
Creating and managing animation graphs.
The new procedural animation system integrated into the Animation Editor.
Best practices for exporting and setting up custom animations from Blender into Enfusion.
We understand that dedicated efforts toward Reforger documentation require time and resources, especially with Arma 4 expected around 2027. However, updating these resources now provides two massive benefits:
It enables the modding community to build higher-quality, well-optimized content for Arma Reforger today without endlessly relying on reverse engineering or extensive hour looking messages on the Arma Discord.
Since Arma 4 is built on the same engine and probably sharing a lot of things, the vast majority of this documentation and asset workflow will carry over directly to Arma 4, giving the community a head start and saving documentation efforts down the line.
Thank you for your continued hard work and support for the Arma modding community!
Activity
Addition to the proposal (to be appended to the text already written)
We would also like to add the following, in continuity with what has already been described above:
In addition to the examples and documentation already flagged, we'd like to see coverage of all the accessory elements that revolve around vehicles, not just the "isolated" vehicle itself. Specifically:
Trailers and towing: examples and documentation on how to set up hitch points, towing physics, and the articulation behavior between a towing vehicle and its trailer.
Articulated/hinged vehicles: configuration of the central joint (articulated steering), physics constraints, and related animations — useful for example for military, forestry, or civilian two-section vehicles.
Tracked vehicles: we know these are officially planned, but it would be useful to have the basics for modding them available from the start (track physics, suspension, collision points), so they can be extended and customized as soon as they're available.
Winches: configuration of cables, anchor points, and interaction with other vehicles/objects for recovery and towing operations.
In summary, we're asking for a chapter (both in the Blender/Enfusion examples and in the documentation) that covers all the componentry "around" the vehicle — accessories, attachment points, physical interactions between multiple rigid bodies — not just the isolated vehicle model.
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