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.
- YouTube: https://www.youtube.com/@steffenbk1
- If you'd like to support this work, no obligation — I'm just doing this for fun: Buymeacoffee or PayPal Donation
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.
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.
| 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 |
| Plugin | File | Description |
|---|---|---|
| BK Crater | plugins/bk_crater_generator.py |
Game-ready crater meshes with FireGeo collision and LODs — install the .py file directly |
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.
- 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.)
- Cleanup Mesh — Remove doubles and degenerate geometry.
- Create LODs — Generate decimated LOD versions (
.lod0,.lod1,.lod2).
- 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.
- 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.
- 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.)
- 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.
A two-phase guided workflow:
- Phase 1 — Bones: Walk through a preset list adding bones one by one.
- Phase 2 — Sockets: Walk through adding attachment points.
Use Skip to skip items you don't need, or Reset to start over.
- Set mode to Vehicle → Cleanup Mesh → Center Vehicle
- Create Armature (
v_root,v_body) - Add bones for wheels, doors, turrets, etc.
- Separate components and create sockets
- Create collisions (UCX, FireGeo, Wheel Collisions)
- Parent meshes to armature → Create LODs → Export
- Set mode to Weapon → Cleanup Mesh
- Create Armature (
w_root) - Add bones (trigger, bolt, safety, charging handle, etc.)
- Add sockets (magazine well, optics rail, muzzle)
- Create collision → Parent meshes → Export
Location: 3D Viewport > Sidebar > BK NLA
Automates converting source actions into NLA strips with proper Arma Reforger naming conventions.
- 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.
- Select your armature and set the Asset Type and Prefix.
- Click Refresh Actions to load available animations.
- Select which actions to process (use Select All / Deselect All for bulk).
- Click Process NLA — each selected action becomes an NLA strip and a new editable action is created with the proper prefix.
- Use the Animation Switcher to quickly filter and swap between animations.
- Create New Action to add blank actions with correct naming.
Location: 3D Viewport > Sidebar > BK Anim Export
Creates .apr animation export profile files for Arma Reforger.
- 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).
- Click Add from Armature or Add from Selected to populate tracks from your scene bones.
- Set parent relationships for each track.
- Assign export flags per bone (e.g. TRA for the movement bone, TRD for limb joints).
- Configure the Movement Bone (
EntityPositionfor characters,v_rootfor vehicles, empty for weapons). - Use Global Presets (Weapon, Character, Vehicle, etc.) to auto-configure common setups.
- Click Export and save the
.aprfile.
Location: File > Export > Arma Reforger Asset (.fbx) / Sidebar > BK Exporter
FBX export tailored for the Enfusion engine.
- Full Scene — Export the entire scene as a single FBX.
- Individual Parts — Export each selected mesh as a separate FBX file.
| 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 |
- Prepare your scene (meshes, armature, collisions named
UTM_*). - File > Export > Arma Reforger Asset.
- Set export mode, alignment, and centering options.
- Choose destination folder and export.
- Auto-Undo restores everything — your scene stays intact.
Location: 3D Viewport > Sidebar > BK Buildings
Prepares destructible building models with proper component separation and socket placement.
Wall, Door, Window, Roof, Floor, Stairs, Column, Railing, Beam, Other.
- Orient Building — Centers and aligns the building along Y+.
- Enter Edit Mode and select faces belonging to a component.
- Separate Component — Splits the selection into its own object with a socket empty at its center.
- Choose a socket type (e.g.
wall_socket,door_socket). - Create FireGeo — Generate collision for the component (Convex Hull or Detailed method).
- Setup Collections — Auto-organize into
Building_Components,Fire_Geometries,LODs,Memory_Points. - Clear Socket Parents — Final step for Arma Reforger compatibility.
Location: 3D Viewport > Sidebar > BK Rig Replacer
Swap weapon and magazine armatures while preserving all bone constraints.
- Open your scene with the existing weapon rig.
- In the Weapon Replacement section, click Browse and select the new weapon
.blendfile. - Click Replace Weapon — all constraints (Copy Transforms, IK, etc.) are backed up and restored onto the new rig.
- For magazines, use the Magazine Replacement section the same way.
- Check Window > Toggle System Console for detailed operation logs.
Location: 3D Viewport > Sidebar > BK Location Copy
Copy specific location axes between objects or pose bones without affecting the other axes.
- Select the source object or bone in Pose Mode.
- Check which axes to copy (X, Y, Z — any combination).
- Click Copy — the values are stored and displayed in the info box.
- Select the target object or bone.
- Click Paste — only the selected axes are applied.
- If auto-keying is enabled, a keyframe is inserted automatically.
Location: 3D Viewport > Sidebar > BK Tools > Weight Gradient
Apply precise weight gradients between anchor vertices using mathematical curves.
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 | 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 |
- Select your mesh and enter Edit Mode. Make sure you have an active vertex group.
- Set the Anchor Count (default 2).
- Select vertices for your first anchor, click Set Anchor 1.
- Select vertices for your last anchor, click Set Anchor N.
- Optionally set middle anchors with different weight values for multi-stop gradients.
- Choose a curve type (Linear, Ease In, etc.).
- Select the vertices you want to paint, then click Apply Gradient.
- 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.
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.
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
.pyfile directly.
| 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 |
- Add > Mesh > Game Crater.
- Adjust radius, depth, rim height, and noise in the operator properties panel (bottom-left).
- The crater is generated with:
- Dual materials (exposed earth + intact ground)
- Optimized UV mapping
- FireGeo collision mesh (
UTM_prefix) - LOD versions (
.lod0,.lod1,.lod2)
- Ready to export to Arma Reforger.
presets/simplecollider_presets/— Simple Collider preset for Arma Reforgerguides/— HTML reference guides for animation and export profiles
The archive/ folder contains older versions of plugins kept for reference.
