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Cunico

Distorted Model?

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So, I have done everything I could think of. Basically in game my Shemagh transfers fine on the face, but the other part of it is in the middle of the ground between players legs. While making my mods I encountered this problem but fixed it, I just don't remember how. I have auto centered everything in geometry. I have tried using sample models to make sure everything is ok. My model.cfg and config.cpp are ok from the people in the scripting area of these forums. So, maybe you guys could help?

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Is it weightpainted correctly? If you have a selection named "head" with only part of the vertices, only those move with the head. The rest will be at default crotch position

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Nope, everything is painted correctly. All of the "head" selection is selected. I even re did everything now its more on the face but still on the face and middle of the crotch. This is becoming a pain in the butt.

Model.cfg

class CfgSkeletons

{

class Default

{

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] =

{

"Pelvis","",

"Spine","Pelvis",

"Spine1","Spine",

"Spine2","Spine1",

"Spine3","Spine2",

"Camera","Pelvis",

"weapon","Spine1",

"launcher","Spine1",

//Head skeleton in hierarchy

"neck","Spine3",

"neck1","neck",

"head","neck1",

//New facial features

"Face_Hub","head",

"Face_Jawbone","Face_Hub",

"Face_Jowl","Face_Jawbone",

"Face_chopRight","Face_Jawbone",

"Face_chopLeft","Face_Jawbone",

"Face_LipLowerMiddle","Face_Jawbone",

"Face_LipLowerLeft","Face_Jawbone",

"Face_LipLowerRight","Face_Jawbone",

"Face_Chin","Face_Jawbone",

"Face_Tongue","Face_Jawbone",

"Face_CornerRight","Face_Hub",

"Face_CheekSideRight","Face_CornerRight",

"Face_CornerLeft","Face_Hub",

"Face_CheekSideLeft","Face_CornerLeft",

"Face_CheekFrontRight","Face_Hub",

"Face_CheekFrontLeft","Face_Hub",

"Face_CheekUpperRight","Face_Hub",

"Face_CheekUpperLeft","Face_Hub",

"Face_LipUpperMiddle","Face_Hub",

"Face_LipUpperRight","Face_Hub",

"Face_LipUpperLeft","Face_Hub",

"Face_NostrilRight","Face_Hub",

"Face_NostrilLeft","Face_Hub",

"Face_Forehead","Face_Hub",

"Face_BrowFrontRight","Face_Forehead",

"Face_BrowFrontLeft","Face_Forehead",

"Face_BrowMiddle","Face_Forehead",

"Face_BrowSideRight","Face_Forehead",

"Face_BrowSideLeft","Face_Forehead",

"Face_Eyelids","Face_Hub",

"Face_EyelidUpperRight","Face_Hub",

"Face_EyelidUpperLeft","Face_Hub",

"Face_EyelidLowerRight","Face_Hub",

"Face_EyelidLowerLeft","Face_Hub",

"EyeLeft","Face_Hub",

"EyeRight","Face_Hub",

//Left upper side

"LeftShoulder","Spine3",

"LeftArm","LeftShoulder",

"LeftArmRoll","LeftArm",

"LeftForeArm","LeftArmRoll",

"LeftForeArmRoll","LeftForeArm",

"LeftHand","LeftForeArmRoll",

"LeftHandRing","LeftHand",

"LeftHandRing1","LeftHandRing",

"LeftHandRing2","LeftHandRing1",

"LeftHandRing3","LeftHandRing2",

"LeftHandPinky1","LeftHandRing",

"LeftHandPinky2","LeftHandPinky1",

"LeftHandPinky3","LeftHandPinky2",

"LeftHandMiddle1","LeftHand",

"LeftHandMiddle2","LeftHandMiddle1",

"LeftHandMiddle3","LeftHandMiddle2",

"LeftHandIndex1","LeftHand",

"LeftHandIndex2","LeftHandIndex1",

"LeftHandIndex3","LeftHandIndex2",

"LeftHandThumb1","LeftHand",

"LeftHandThumb2","LeftHandThumb1",

"LeftHandThumb3","LeftHandThumb2",

//Right upper side

"RightShoulder","Spine3",

"RightArm","RightShoulder",

"RightArmRoll","RightArm",

"RightForeArm","RightArmRoll",

"RightForeArmRoll","RightForeArm",

"RightHand","RightForeArmRoll",

"RightHandRing","RightHand",

"RightHandRing1","RightHandRing",

"RightHandRing2","RightHandRing1",

"RightHandRing3","RightHandRing2",

"RightHandPinky1","RightHandRing",

"RightHandPinky2","RightHandPinky1",

"RightHandPinky3","RightHandPinky2",

"RightHandMiddle1","RightHand",

"RightHandMiddle2","RightHandMiddle1",

"RightHandMiddle3","RightHandMiddle2",

"RightHandIndex1","RightHand",

"RightHandIndex2","RightHandIndex1",

"RightHandIndex3","RightHandIndex2",

"RightHandThumb1","RightHand",

"RightHandThumb2","RightHandThumb1",

"RightHandThumb3","RightHandThumb2",

//Left lower side

"LeftUpLeg","Pelvis",

"LeftUpLegRoll","LeftUpLeg",

"LeftLeg","LeftUpLegRoll",

"LeftLegRoll","LeftLeg",

"LeftFoot","LeftLegRoll",

"LeftToeBase","LeftFoot",

//Right lower side

"RightUpLeg","Pelvis",

"RightUpLegRoll","RightUpLeg",

"RightLeg","RightUpLegRoll",

"RightLegRoll","RightLeg",

"RightFoot","RightLegRoll",

"RightToeBase","RightFoot"

};

// location of pivot points (local axes) for hierarchical animation

pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";

};

};

class CfgModels

{

class Default

{

sectionsInherit="";

sections[] = {};

skeletonName = "";

};

class ArmaMan : Default

{

htMin = 60; // Minimum half-cooling time (in seconds)

htMax = 1800; // Maximum half-cooling time (in seconds)

afMax = 30; // Maximum temperature in case the model is alive (in celsius)

mfMax = 0; // Maximum temperature when the model is moving (in celsius)

mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).

tBody = 37; // Metabolism temperature of the model (in celsius)

sections[] =

{

"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",

"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"

};

skeletonName = "OFP2_ManSkeleton";

};

class Shemagh_Face : ArmaMan {};

};

Config.cpp

#define _ARMA_

//Class config.bin{

class CfgPatches

{

class Shemaghs

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {};

};

};

class CfgGlasses

{

class None;

class Shemagh_Face: None

{

displayname = "Face Shemagh - Desert";

model = "\Shemaghs\Shemagh_Face.p3d";

picture = "\shemaghs\UI\neckDicon.paa";

identityTypes[] = {"NoGlasses",0,"G_NATO_default",0,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",0,"G_NATO_SF",0,"G_NATO_sniper",0,"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",0,"G_HAF_default",0,"G_CIVIL_female",0,"G_CIVIL_male",0};

};

};

//};

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More help on this would be great, still having the same issue.

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If you changed the weightpaint and now it sits differently, then that's the cause auf your problem.

Maybe a screenshot of your selections with the weightpainted vertices in O2 would help.

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Ok, so I found something else out. I loaded a template from kiorys balaclavas and tried to load that in game without changing a thing and the results are the same as the shemagh. So, maybe something wrong with my Oxygen. I can't open in bulldozer at all either says "external viewr: unable to create viewer"...soooo yeahh....progress?

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In your model cfg there is this " pivotsModel="A3\anims_f\data\skeleton\SkeletonPivo ts.p3d"; " I'm not sure if the empty space is just ignored or if it creates problems.

Have you tried using kiory's model cfg?

Bulldozer doesnt load for me either, because iirc you need to install the BIS P drive from Arma Tools 2.5 for it to work

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The forum puts the spaces in, its best to use the [noParse]


[/noParse] tags to post code.

I don't use a P drive and bulldozer works fine, These are my O2 settings.

AcKOKf8.jpg

In my ArmaWork folder I have a copy of the Dta folder and an a3 folder that contains unpacked data_f and weapons_f pbo's.

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Have you tried pasting your model into the bis headgear template instead of kiory's balaclava?

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I have tried 3 different model.cfg's. I also uninstalled my Oxygen 2, just in case that was the issue, but I just found out that there is a new oxygen for Arma 3 so I'm going to try and install that. I don't think thats what the issue is but guess we will see. Yes Pomigit, I have tried that and still same results.

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Not sure honestly, I had to reinstall all my tools and that seemed to fix it.

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