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BK's Arma Reforger Blender Addons

A collection of Blender plugins for Arma Reforger modding, by steffenbk.

Requires Blender 4.2+

Important: After installing or updating the addon, restart Blender before using the plugins. Some features register handlers and properties that require a fresh session to work correctly.

Links

All-in-One Install

Download the latest bk_reforger_addons.zip from Releases to get every plugin in a single install. In Blender, go to Edit > Preferences > Add-ons > Install from Disk and select the zip.

Toggle Plugins On/Off

You can enable or disable individual plugins from the addon preferences. Go to Edit > Preferences > Add-ons, find BK Reforger Addons, and expand it to see the toggle options.

Addon Preferences

Plugins

Plugin Description
BK Arma Tools Vehicle and weapon rigging, collisions, sockets, LODs, presets
BK NLA Automation Automate NLA strip creation and action management
BK Animation Export Profile Create and manage .apr animation export profiles
BK Weapon Rig Replacer Replace weapons/magazines while preserving constraints
BK Building Destruction Tools for preparing destructible buildings
BK Asset Exporter FBX export tailored for Enfusion Engine
BK Selective Location Copy Copy specific X/Y/Z location components between objects or bones
BK Weight Gradient Apply weight gradients between anchor vertices with selectable curves

Standalone (not included in the all-in-one)

Plugin File Description
BK Crater plugins/bk_crater_generator.py Game-ready crater meshes with FireGeo collision and LODs — install the .py file directly

User Manual

BK Arma Tools

Location: 3D Viewport > Sidebar > BK Arma Tools

The main rigging and asset-preparation suite. Supports two modes — Vehicle and Weapon — toggled at the top of the panel. Each mode adjusts bone prefixes and available socket types.

Asset Mode

  • Vehicle: Uses v_ prefix bones (v_root, v_body, v_wheel_1, etc.)
  • Weapon: Uses w_ prefix bones (w_root, w_trigger, w_bolt, etc.)

Mesh Tools

  • Cleanup Mesh — Remove doubles and degenerate geometry.
  • Create LODs — Generate decimated LOD versions (.lod0, .lod1, .lod2).

Collision Tools

  • UCX Physics Collision — Creates a convex-hull physics collision mesh.
  • FireGeo Collision — Detailed collision for destruction and bullet penetration.
  • Wheel Collisions (vehicle mode) — Auto-creates cylinder collisions for each wheel.
  • Center of Mass (vehicle mode) — Places an empty at the calculated center of mass.

Component Separation

  • Separate Components — Select faces in Edit Mode, then split them into individual component objects. Optionally auto-creates sockets and FireGeo.
  • Add to Object — Add bones or sockets to existing objects.

Attachment Points (Sockets)

  • Create Socket — Adds an empty at the selected location.
    • Vehicle: 26+ types (Window, Door, Hood, Wheel, Light, Mirror, Antenna, Turret, etc.)
    • Weapon: 12 types (Magazine Well, Optics, Muzzle, Underbarrel, Bayonet, etc.)

Rigging

  • Create Armature — Sets up the root bone hierarchy for your asset mode.
  • Create Bone — Add individual bones from 50+ preset types.
  • Align Bones — Orient bones along a specific axis.
  • Setup Skinning — Initialize vertex groups and weights.
  • Parent to Armature — Skin meshes with automatic weights.

Preset Manager

A two-phase guided workflow:

  1. Phase 1 — Bones: Walk through a preset list adding bones one by one.
  2. Phase 2 — Sockets: Walk through adding attachment points.

Use Skip to skip items you don't need, or Reset to start over.

Typical Vehicle Workflow

  1. Set mode to Vehicle → Cleanup Mesh → Center Vehicle
  2. Create Armature (v_root, v_body)
  3. Add bones for wheels, doors, turrets, etc.
  4. Separate components and create sockets
  5. Create collisions (UCX, FireGeo, Wheel Collisions)
  6. Parent meshes to armature → Create LODs → Export

Typical Weapon Workflow

  1. Set mode to Weapon → Cleanup Mesh
  2. Create Armature (w_root)
  3. Add bones (trigger, bolt, safety, charging handle, etc.)
  4. Add sockets (magazine well, optics rail, muzzle)
  5. Create collision → Parent meshes → Export

BK NLA Automation

Location: 3D Viewport > Sidebar > BK NLA

Automates converting source actions into NLA strips with proper Arma Reforger naming conventions.

Settings

  • Asset Type: Weapon (Pl_ prefix), Vehicle (v_ prefix), Prop (prop_ prefix), or Custom.
  • Asset Prefix: Your asset designation (e.g. M50, BTR).
  • Set First as Active: Auto-activates the first processed action.

Workflow

  1. Select your armature and set the Asset Type and Prefix.
  2. Click Refresh Actions to load available animations.
  3. Select which actions to process (use Select All / Deselect All for bulk).
  4. Click Process NLA — each selected action becomes an NLA strip and a new editable action is created with the proper prefix.
  5. Use the Animation Switcher to quickly filter and swap between animations.
  6. Create New Action to add blank actions with correct naming.

BK Animation Export Profile

Location: 3D Viewport > Sidebar > BK Anim Export

Creates .apr animation export profile files for Arma Reforger.

Concepts

  • Tracks are bones with export flags that define how their animation data is handled.
  • Export Flags: TRA (absolute), TRD (differential/additive), TRG (generated), RA (rotation only), TA (translation only).

Workflow

  1. Click Add from Armature or Add from Selected to populate tracks from your scene bones.
  2. Set parent relationships for each track.
  3. Assign export flags per bone (e.g. TRA for the movement bone, TRD for limb joints).
  4. Configure the Movement Bone (EntityPosition for characters, v_root for vehicles, empty for weapons).
  5. Use Global Presets (Weapon, Character, Vehicle, etc.) to auto-configure common setups.
  6. Click Export and save the .apr file.

BK Asset Exporter

Location: File > Export > Arma Reforger Asset (.fbx) / Sidebar > BK Exporter

FBX export tailored for the Enfusion engine.

Export Modes

  • Full Scene — Export the entire scene as a single FBX.
  • Individual Parts — Export each selected mesh as a separate FBX file.

Key Options

Option Description
Apply Transforms Bake object transforms before export
Preserve Armature Keep rigging and skeletal data
Center to Origin Move geometry to world center (Origin / Geometry Center / Center of Mass)
Alignment Axis Orient the asset (Y-forward is Enfusion default)
Custom Rotation Fine-tune rotation on X/Y/Z axes
Auto-Undo Restore original positions after export

Workflow

  1. Prepare your scene (meshes, armature, collisions named UTM_*).
  2. File > Export > Arma Reforger Asset.
  3. Set export mode, alignment, and centering options.
  4. Choose destination folder and export.
  5. Auto-Undo restores everything — your scene stays intact.

BK Building Destruction

Location: 3D Viewport > Sidebar > BK Buildings

Prepares destructible building models with proper component separation and socket placement.

Socket Types

Wall, Door, Window, Roof, Floor, Stairs, Column, Railing, Beam, Other.

Workflow

  1. Orient Building — Centers and aligns the building along Y+.
  2. Enter Edit Mode and select faces belonging to a component.
  3. Separate Component — Splits the selection into its own object with a socket empty at its center.
  4. Choose a socket type (e.g. wall_socket, door_socket).
  5. Create FireGeo — Generate collision for the component (Convex Hull or Detailed method).
  6. Setup Collections — Auto-organize into Building_Components, Fire_Geometries, LODs, Memory_Points.
  7. Clear Socket Parents — Final step for Arma Reforger compatibility.

BK Weapon Rig Replacer

Location: 3D Viewport > Sidebar > BK Rig Replacer

Swap weapon and magazine armatures while preserving all bone constraints.

Workflow

  1. Open your scene with the existing weapon rig.
  2. In the Weapon Replacement section, click Browse and select the new weapon .blend file.
  3. Click Replace Weapon — all constraints (Copy Transforms, IK, etc.) are backed up and restored onto the new rig.
  4. For magazines, use the Magazine Replacement section the same way.
  5. Check Window > Toggle System Console for detailed operation logs.

BK Selective Location Copy

Location: 3D Viewport > Sidebar > BK Location Copy

Copy specific location axes between objects or pose bones without affecting the other axes.

Workflow

  1. Select the source object or bone in Pose Mode.
  2. Check which axes to copy (X, Y, Z — any combination).
  3. Click Copy — the values are stored and displayed in the info box.
  4. Select the target object or bone.
  5. Click Paste — only the selected axes are applied.
  6. If auto-keying is enabled, a keyframe is inserted automatically.

BK Weight Gradient

Location: 3D Viewport > Sidebar > BK Tools > Weight Gradient

Apply precise weight gradients between anchor vertices using mathematical curves.

Anchor System

Set 2 to 10 anchor points along your mesh. The first and last anchors define the gradient line; middle anchors become weight stops along that line.

Curve Types

Curve Effect
Linear Straight-line interpolation
Ease In Slow start, fast end
Ease Out Fast start, slow end
Ease In/Out Smooth S-curve
Sharp Fast ramp then plateau
Custom Power t raised to a custom exponent
Custom Curve Full graphical curve editor with presets

Workflow

  1. Select your mesh and enter Edit Mode. Make sure you have an active vertex group.
  2. Set the Anchor Count (default 2).
  3. Select vertices for your first anchor, click Set Anchor 1.
  4. Select vertices for your last anchor, click Set Anchor N.
  5. Optionally set middle anchors with different weight values for multi-stop gradients.
  6. Choose a curve type (Linear, Ease In, etc.).
  7. Select the vertices you want to paint, then click Apply Gradient.

Saving & Loading

  • Saved Anchors — Store and recall vertex selections used as anchor points. Supports named groups to organise multiple anchor sets.
  • Saved Curves — Store custom curve shapes for reuse.
  • Saved Gradient Vertices — Store vertex selections for quick recall. Supports named groups.

Custom Curve Editor

When using Custom Curve mode, click the Curve Editor arrow to expand the graphical editor. Use the 9 built-in presets (Linear, Ease In/Out, S-Curve, Bell, Valley, Steps, Sharp In/Out) or draw your own. In this mode the curve Y value directly equals the output weight.


BK Crater Generator

Location: Add > Mesh > Game Crater

Generates game-ready crater meshes with realistic geometry, dual materials, collision, and LODs.

Note: This is a standalone plugin, not included in the all-in-one install. Install the .py file directly.

Properties

Property Description Default
Outer Radius Ground-level radius 2.6
Inner Radius Rim/lip radius 1.3
Crater Depth How deep the crater goes 0.5
Rim Height Elevation of the rim above ground 0.58
Noise Amount Surface irregularity 0.0

Workflow

  1. Add > Mesh > Game Crater.
  2. Adjust radius, depth, rim height, and noise in the operator properties panel (bottom-left).
  3. The crater is generated with:
    • Dual materials (exposed earth + intact ground)
    • Optimized UV mapping
    • FireGeo collision mesh (UTM_ prefix)
    • LOD versions (.lod0, .lod1, .lod2)
  4. Ready to export to Arma Reforger.

Other Resources

  • presets/simplecollider_presets/ — Simple Collider preset for Arma Reforger
  • guides/ — HTML reference guides for animation and export profiles

Archive

The archive/ folder contains older versions of plugins kept for reference.

About

Blender 4.2+ plugins for Arma Reforger modding — vehicle/weapon rigging, FBX export, NLA automation, building destruction, and more.

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