Macolik 1 Posted March 12, 2011 Hey, does anyone know how to apply a local axis to each bone of the male.p3d (BIS example models)? It's pretty annoying having to edit the local (in this case it seems to be global) axis for each bone manually :/. (Rotating bones via "show local axis" works perfectly with the old BIskeleton example p3d.) Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 13, 2011 (Rotating bones via "show local axis" works perfectly with the old BIskeleton example p3d.) Is there a particular reason you need to use the male.p3d for what you are doing? I've always found that the old BISkeleton.p3d works fine for most applications with ArmA 2 and OA and have been using it because of the exact problem that you describe in male.p3d regarding local axis. Would be nice to know how to automate axis localisation to selections though. I've found I'm using local axis a lot in modeling nowadays too, and continually resetting it using 'from faces'/'from proxy' is a bit tedious. Share this post Link to post Share on other sites
Macolik 1 Posted March 14, 2011 The 3rd person camera position of units seemed to have changed since ArmA1, or rather handled differently in ArmA2. So whenever you're using a custom rtm in an animation action set it screws up the 3rd person cam position. I was hoping that using the A2 example model might fix that. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 14, 2011 Okay, I understand. I've not experienced that one due to the majority of my anims being for crew positions (where camera position is relative to the vehicle as defined in the config) and handanims which only use the hand bones. Comparing the two skeletons; the selection names and position for the 'camera' bone and memory points are identical between the two skeles, so I'm not convinced that using simply using male.p3d would fix the issue. Have you tried importing some of the old ArmA 1 .rtms onto the skeleton to see how the 'camera' selections behave relative to 'spine', to see if there's any glaring differences that might account for the camera being offset by your anim? Share this post Link to post Share on other sites
Macolik 1 Posted March 14, 2011 Yeah, it's the same. I guess I would need an unbinarized ArmA2 rtm file in order to check the new camera position or just move the cam selection around until I get the correct view. :/ fun Share this post Link to post Share on other sites