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zachgibson22

Can someone paste the model cfg of OFP_man_skeleton for me?

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Another question post by me?! No way!

I can't find the model.cfg of the OFP_man_skeleton online. The 1 place I did find it told me it was empty when I tried to unzip it. http://www.ofpec.com/addons_depot/index.php?action=list&game=Arma2&cat=re&type=mo

I also could'nt locate it in any of the Arma 2 pbos. I can't even extract the A3 pbos.

SO Could someone just copy the coding from that model.cfg of the skeleton and just post it in here for me?

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Awesome thanks man!

...Happen to have any experience making custom animations?

---------- Post added at 17:10 ---------- Previous post was at 16:47 ----------

Specifically for the hands of weapons :D

---------- Post added at 17:55 ---------- Previous post was at 17:10 ----------

One more thing! (I hope you get this cause I really need help!) I used your templates and rtm examples. When I opened the template with the arms and legs, I deleted the legs(I only need hands) and all the frames between 0 and 1 leaving -.5 0 and 1. I also deleted proxies. I saved it got ingame and my guy was all glitched out still. I loaded that file back I to oxygen and it was all messed up and was all flattened. Any idea what I did wrong!?!?

---------- Post added at 17:56 ---------- Previous post was at 17:55 ----------

Also when saving it am I supposed to save a "center" cause I read someWhere to hit cancel.

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Which templates/rtm examples are you on about? These ones:

http://da12thmonkey.rkslstudios.info/RKSL/da12th/FILES/Handanim_Dev.rar

I wouldn't advise deleting any parts or selection names of the model that form part of the skeleton; normally it gives errors about there being 'no point' in certain selections when you do that, and it buggers the animation up.

Only delete the two proxy objects I added to that skeleton, then right-click the named selections window and click 'Delete Empty' to remove any trace of the named selections generated by having those proxies. The original 'weapon' and 'launcher' models from the original BIS skeleton (an M16 and an M136 model) are still in the edited skeleton, just hidden; so these bones will still contain 'points' even if you remove the proxy parts that I added to those selections.

I thought the two example/template .rtms I included with that skeleton only had -0.5 and 0.0 keyframes anyway? i.e you just make your handanim in the 0.0 keyframe, then with that selected, create a new keyframe and it should generate the needed 1.0 keyframe, identical to the 0.0 keyframe. I didn't think there were any frames that needed deleting.

No, you don't need to use a center so just click cancel.

Edited by da12thMonkey

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Yeah I finally got everything to work, I just wasn't binarizong everything when making the pbo. Now it's just freezes when I get shot

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