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Weapon hand position

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Hi,

I've been googling and searching the forums with no solution yet... can somone please explain..or point me in the direction of a clear tutorial on how to change the hand position on rifles. i.e. vertical hand grips or having the left hand vertically on the magazine?

I've got some weapon models I did for ArmA that I never used and want to experiment.

Thanks

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Do you want to use one of the existing BIS hand position animations or create an entirely new one to match the ergonomics of your weapon?

To use the BIS animations, just change the handanim[]= entry in your weapon's config; as below:

handanim[]={"OFP2_ManSkeleton","\location of desired.rtm"};

If you want to make a completely new hand anim to match the ergonomics of your rifle exactly, it gets a bit more complicated as you have to create a new animation in O2 using the BIS animation skeleton, and export it to a new .rtm file.

Read the later pages of this thread for how to make new .rtms work for handanim. There are also a few examples of animations that you can download in that thread, and import into O2:

http://forums.bistudio.com/showthread.php?t=87052

This tutorial explains how to use the skeleton in O2 to create animations in general:

http://www.ofpec.com/tutorials/index.php?action=read&id=218

Unfortunately though, the pictures appear to be down. Hand anims are generally easier to create though since you only really need to animate the bones in the hand - they don't really need to be maintain their connection to the rest of the skeleton like the arms.

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Default BIS ones should be fine for now. Thanks man... didn't realise it was so simple. Thought it might involve editing memory points in o2.

Is there a list of the default animations somewhere on the bis wiki?

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Is there a list of the default animations somewhere on the bis wiki?

Don't think so.

You could have a look through here for the weapon you like the look of the animations for:

http://browser.dev-heaven.net/cfg_weapons/tree. Change option in the white box at the top to "A2 with OA: 1.59 (deprecated)" and click the 'Change' button so that you don't have all the classes for the ACE mod weapons.

On the page for the weapon you want to use the anims from, click the 'Config' hyperlink and it'll show you the config entry for that weapon class, including the handanim field if it has one (might inherit the handanim from a parent class, so check that too).

Or try and have a look at the config inside the game .pbos themselves.

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Sweet, I can see it already.

So to clarify, the handanim[] goes under cfgweapons in your specific weapon class?

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Yes the entry goes in the entry of 'class *name_of_your_weapon*' within 'class CfgWeapons' where you enter 'model = "\model location.p3d";' and other such properties.

I think the entry to revert to the default, ArmA rifle stance for classes that inherit from a weapon with a defined alternate handanim[]= is something like:

handanim[]={};

In case you need to do that for any reason.

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Ok, got it working using (in case anyone finds this in a search):

handanim[] = {"OFP2_ManSkeleton", "\Ca\Weapons_PMC\Data\Anim\XM8GL.rtm"};

This puts the left hand just after the magazine... Like the M8 compact in the game.

Much Appreciated. Now to tweak the config, and make some decent textures.

Very rusty...haven't modelled anything since ArmA lol

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