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dinoboy123

Still Having Issues with Hand Animations

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thanks to the two main threads on hand animations I have made quite a bit of progress in O2. However, in game, no matter how simple the animation, I keep having distorted fingers/hands like below.

http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-01-1422-05-06-29_zps647b3419.png (1354 kB)

The arms move properly (more or less) to where I put them in O2, but the hands seem to distort on their own. Here is a pic of the O2 model i'm using for the rtm file.

http://i1308.photobucket.com/albums/s612/andrew_voorhees32/arma2_zps1f3f0e18.png (215 kB)

I followed the tutorial for hand anim as closely as possible, but these distortions keep apearing in game, for each animation I've created. If anyone has any questions or notices an obvious mistake please let me know!

Thanks for any advice

-Andy

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However, in game, no matter how simple the animation, I keep having distorted fingers/hands like below.

Do you definitely have the model.cfg for the example character models in the same folder as your .rtm, as instructed by the tutorials?

In the dozens of weapon handanims I've made, I've only ever got this kind of distortion when I've forgotten to include the model.cfg.

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that i had some confusion about, i copy and pasted the code from the example model cfg given in the tutorial and placed it in my weapons folder

Is this the proper code needed in the file model.cfg? And is there a certain way to save the model.cfg, because mine is simply a text document

class CfgSkeletons
{
class Head
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"neck","",
"neck1","neck",
"head","neck1",
"lBrow","head",
"mBrow","head",
"rBrow","head",
"lMouth","head",
"mMouth","head",
"rMouth","head",
"eyelids","head",
"LLip","head"
};
};
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "Head";
skeletonBones[] =
{
"weapon","",
"launcher","",
"Camera","",
"Spine","",
"Spine1","",
"Spine2","",
"Spine3","",
"Pelvis","",
//Left upper side
"LeftShoulder","",
"LeftArm","",
"LeftArmRoll","",
"LeftForeArm","",
"LeftForeArmRoll","",
"LeftHand","",
"LeftHandRing","",
"LeftHandRing1","",
"LeftHandRing2","",
"LeftHandRing3","",
"LeftHandPinky1","",
"LeftHandPinky2","",
"LeftHandPinky3","",
"LeftHandMiddle1","",
"LeftHandMiddle2","",
"LeftHandMiddle3","",
"LeftHandIndex1","",
"LeftHandIndex2","",
"LeftHandIndex3","",
"LeftHandThumb1","",
"LeftHandThumb2","",
"LeftHandThumb3","",

//Right upper side
"RightShoulder","",
"RightArm","",
"RightArmRoll","",
"RightForeArm","",
"RightForeArmRoll","",
"RightHand","",
"RightHandRing","",
"RightHandRing1","",
"RightHandRing2","",
"RightHandRing3","",
"RightHandPinky1","",
"RightHandPinky2","",
"RightHandPinky3","",
"RightHandMiddle1","",
"RightHandMiddle2","",
"RightHandMiddle3","",
"RightHandIndex1","",
"RightHandIndex2","",
"RightHandIndex3","",
"RightHandThumb1","",
"RightHandThumb2","",
"RightHandThumb3","",
//Left lower side
"LeftUpLeg","",
"LeftUpLegRoll","",
"LeftLeg","",
"LeftLegRoll","",
"LeftFoot","",
"LeftToeBase","",
//Right lower side
"RightUpLeg","",
"RightUpLegRoll","",
"RightLeg","",
"RightLegRoll","",
"RightFoot","",
"RightToeBase",""
};
};

class default;
class Flag: Default {};
class FlagCarrier: Default
{
skeletonInherit = "Default";
skeletonBones[] =
{
"stozar","",
"vlajka",""
};
};
};

class CfgModels
{
class Default;
class flag_vojak : Default
{
sections[] = {"latka"};
};
class Head: Default
{
sections[] =
{
"osobnost",
"brejle"
};
skeletonName = "Head";
};
class ArmaMan : Default
{
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_inju ry","l_arm_injury","r_arm_injury","r_leg_injury" ,
"clan"
};
skeletonName = "OFP2_ManSkeleton";
};
};

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Safest way to do it is save your .rtm animations in their own subfolder (isolated from all your weapon .p3d models and their own model.cfgs) and copy+paste the actual model.cfg file from the ArmA 2 examples into that folder, and change the paths to the rtm in your config.cpp to this new directory.

That way you shouldn't have to worry whether you've copied the correct text from the model.cfg, or have any concerns about combining it with any other model.cfg data you might need for your weapon models to function.

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is the model.cfg given above correct? i am having trouble finding the model.cfgs from the Arma 2 Examples. Also, I do not have a model.cfg for my weapon, is that also a necessity?

Thanks so much for your help!

-Andy

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The full model.cfg provided with the sample MLODs had some data for model other than the character models; I guess what you have there contains the parts relevant to character animations but it's possible that not all was copied correctly so I'd say it's safer to simply get your hands on the full model.cfg that BIS provided.

It should be in the same 'Examples' folder on your P: drive as the other character model resources, such as bysta.p3d (ArmA 2 head proxy), male.p3d (ArmA 2 skeleton) and soldier.p3d (sample Russian soldier model). If not, you can get the package here.

A model.cfg for your weapon is (I think) only necessary if your model has moving parts (muzzle flashes, reciprocating bolt etc.)

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i tried again with the new model.cfg and got the same finger distortions. I'm going to try curling each finger and see if it alters the model any, thanks for the help so far!

---------- Post added at 19:13 ---------- Previous post was at 19:01 ----------

I think i realized what the issue was, in the process of curling the fingers, i extended the hands farther out from the body since they were still awkwardly close, and the distortions did not appear in game. I'll keep testing to confirm it though

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