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alduric

*.rtm problem

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Okay guys, its time to ask for a help. I was fighting with RTM for about 11 hours and have no effect....I readed 3 guides from BI forums but it doesnt help me :/

here is what i got now:

http://imageshack.com/a/img850/4617/poaj.jpg (421 kB)

As you can see - hands are okay, but arms are still bugged. I have no idea where may be the problem.

I tried with model.cfg in same folder with .rtm, without. God what i didnt tried?

Source of RTM file: www.alduric.pl/Dat_motherfuker_rtm.rar

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 test: ArmaMan {};

};

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I had a look and packing the anim with my setup here worked fine. I'll have a closer look tonight at home. I suspect a problem with the packing / binarisation.

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I tried to use BinPbo from A2 tools, i tried to binarize with A3 tools from steam - nothing...

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Still have no succes, damn i have no idea whats wrong...

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I was exporting 1.00000 to RTM, it was wrong. I should press right mouse button on animations window, not "1.00000" :P

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