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mecharius

Pistol hand animation issues

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Hi guys,

I've seen lots of issues / posts and done some searches related to this but I'm currently stumped... I've been following Zach's weapon tutorial http://forums.bistudio.com/showthread.php?154474-Zachs-Full-on-guide-to-Custom-Weapons! and got an early version of my pistol in the game working no problems. I then made some changes to the 3d model in Blender and when I got it back into the game I get this:

http://cloud-2.steampowered.com/ugc/577863206885044235/CE1C38839FD0533090144AE88019A6CD202D3E21/

The gun is fine and the wrist of the right hand is fine but the rest of the hands and left arm and fingertips are like a superhero cape!? So far I have tried

1) Re-exporting the RTM file from O2, or using ones from other guns or one exported directly from the sample skeleton with no parts moved

2) adding "autocenter: 0" and "class: vehicle" to all LODs, or to geometry and memory only

3) adding mass to the pistol in the geometry LOD

4) deliberately setting the wrong rtm file path to see if the rtm file was being picked up (it is)

5) trying fresh config.cpp (with only the required variables changed such as the model p3d path)

6) rebuilding the p3d and all LODs

7) resaving the anim/model.cfg with the default OFP2 skeleton

Starting to get a little bit annoyed with it :) as I'm not really sure what else to look at? Hopefully somebody can point me in the right direction!

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Thanks zach - yeah forgot to say the "binarize" box in binpbo is checked. However I've just downloaded eliteness and I'll try with that later today to see if it makes any difference.

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Okay then...What does your "handanim[]" line look like? And also do you have the OFP2_ManSkeleton "model cfg" in the same folder as your custom rtm?

---------- Post added at 10:31 ---------- Previous post was at 10:28 ----------

I'll also be on steam later today so add me and message me and I'll help!

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Yep, model.cfg with skeleton is in the same folder, and I've recopied it a few times just to be sure. Here is the folder:

VVqeWuN.png

The handanim[] line looks like:

handanim[] = {"OFP2_ManSkeleton","\vef\weapons\mk9_ceramic\anim\handanim_mk9_ceramic.rtm"};	//hand animation lcation

//or
handanim[] = {"OFP2_ManSkeleton","vef\weapons\mk9_ceramic\anim\handanim_mk9_ceramic.rtm"};	//hand animation lcation

It clearly picks up the rtm file because if I rename the rtm file something random and rebuild the PBO the hand position changes. My working files are at "P:/vef/weapons/mk9_ceramic/" and it builds to "PATH_TO_A3/@vef/Addons/vef.pbo". From some random google searching a lot of these issues sound like its due to not binarizing the rtm... I'm using BinPBO still and I've removed .rtm from the "directly copy" option and I have the binarize option ticked. As far as I can tell this should binarize it, right?!

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Ok - I think I've cracked it. I had some archive files in the directories that were being PBOd and I guess some weird or old configs were being picked up somewhere and confusing the game. I've cleaned out the mod folder and created a separate "source" folder and it seems to be on track.

Thanks again for your help zach :)

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Well I'm not exactly sure what you mean but in glad it worked! Hah, do you have the "clear temp folder" checked in BinPBO?

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What was happening was I had a folder called "archive" with some old versions of configs etc inside the weapon's folder. It had backups of previous versions like "config_001.cpp". This was being pbod as well and I guess it was confusing arma :)

Moving the folder out altogether (ie saving my backups somewhere else) fixed it.

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I have had this same problem but thanks to this thread its fixed. However for some reason now the weapons I made (Ballistic Shield) is on the Characters back? But he still uses my Custom Animation Rtm file.

P.s. sorry for posting it here figured you guys might beable to help as this is a related issue i think.

Dave,

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