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drunken officer

need a explanation to model.cfg, bone selektion

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Hello guys.

I need a explantion to the model.cfg / bones selektion.

After buildings, i try to create some vehilces.

I know, there must be a different between

skeleton[]={"bla","","bla2","","bla3"};

and

skeleton[]={"bla","bla2","bla3"};

I found a tutorial about damage glass (cyborg11) and damagewheels.

I named my windows glass 1 - 5

The tutorial shows me

..{"glass1","damageHide","glass2","damageHide"};

After 100% damage, the windows is gone. They "work" together with damageHide. DamageHide is an animation source=damage, type=hide.Thats why, the windows is gone. That i understand.

But it's doesnt show me the half and full broken pics. And yes, i load it up with my config.cpp. I can only see the pics, if i damage the hull.

When i copy the glass inside my bone selection at the first postion, my bluelight is not working, because i've a bluelighthelper in this skeleton.

...{"glass1","damageHide"....","","bluelighthelper","","breaksleft","","breaksright",""};

So i know, if the bones doesnt have a "", they "work" together. But i dont understand it totally, how!

Thats why my broken wheels dont switch (mirror effect), because it's tricky.

Can someone explain it to me (in german or english)

Edited by Drunken Officer

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Bones I'm pretty sure have nothing to do with breaking glass.

Bones:

Best to define in pairs, its easier to understand.

"spine","",

"head", "spine",

"left upper arm", "spine",

"right upper arm", "spine",

"left lower arm", "left upper arm",

"left hand", "left lower arm",

"Finger 1", "left hand",

"Finger 2", "left hand",

"Finger 3", "left hand",

"Finger 4", "left hand",

"Finger 5", "left hand",

"shirt", "",

"jeans", "",

"backpack", ""

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The hierarchy of bones is defined in pairs.

So, if you have a tank with main turret and machinegun turret on top of it, you would use:

skeletonBones[] = {
  "mainTurret", "",   // mainTurret is the huge tank turret
  "mainGun", "mainTurret",   // mainGun is the barrel which rotates in Y axis (up/down) and is tied to mainTurret
  "mgTurret", "mainTurret",    // mgTurret is for rotating the MG from left to right and its tied to the big main tank turret
  "mgGun", "mgTurret"   // mgGun is the actual machinegun, rotating in Y axis (up/down) and must be tied to the mgTurret
};

This ensures, that when you rotate the mainTurret to the left, all those bones tied on it (and those tied on them, and so on), will move appropriately along with the turret rotation.

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Thx for the help. I will try it with one wheel (create a own part om model.cfg, (rotation & steering), than a second one. I think this is the best way to understand it totally.

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