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SGT Fuller

Helmet and vest appear between legs

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So my issue is basically this. Using my unblazed p3d for my helmet and vest they appear on the unit as intended. Upon blazing the p3d. Both now appear in between the legs and move with the unit. I have autocenter set to 0 in the geo lod. And as far as i can tell there configed correctly. If im missing something please let me know. Thanks

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You have to center them in the right position.

The helmet should be around 0.9m height in 3D space, if you open the sample models you can use them as reference to center them in the right position.

At least that's what i did when i had the same problem.

Also, in case you missed it, you need to define a selection in the P3D with the corresponding parts you want your item to be linked to, like "-Head" for the helmet and so on and you need to link everything properly in the model.cfg.

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Thanks for the help. I did what you told me with the helmet being in the right position. It still appears in between the legs. Now the weight thing the tutorial confused me a little bit

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Sorry i got confused with named selections, try with (in resolution LOD 1.000);

Head

-Helmet

Both have all the helmet in the selections.

Try with these and see if it works.

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Also there has to be a class for each helmet and vest in the model.cfg that inherit from class ArmaMan just as a any custom character. Without the model.cfg they wont relate to the skeleton.

Also both must have geometry LOD (just as in the examples) and have named property autocenter with value 0, so they retain their position.

Model.cfg in the character samples is great example so I suggest you look there!

It goes something like this:

class ArmaMan

{

class skeleton and whatever goes here

};

class mysoldier : ArmaMan {};

class myVest : ArmaMan{};

class myHelmet : ArmaMan{};

Edited by HorribleGoat
a bit moar...

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Hi folks, I'm having the exact same problem as fullerpj.

I'm trying to make a Hamas headband, configged as a headgear, which is appearing between the character's legs.

th_edd69b9e-e82b-4e06-b42f-b3fd991a35ca_zps2fb83869.jpg

I thought I had everything setup in O2 OK. I set the model in the same place as the sample baseball cap, and have the named selections as per this image.

th_headbandO2_zps21efc2e7.jpg

If I include the following model.cfg (copied from the sample one), the headband doesn't show up at all.

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 headband: ArmaMan{};

};

My config looks like this:

enum {

// = 2, // Error parsing: Empty enum name

DESTRUCTENGINE = 2,

DESTRUCTDEFAULT = 6,

DESTRUCTWRECK = 7,

DESTRUCTTREE = 3,

DESTRUCTTENT = 4,

STABILIZEDINAXISX = 1,

STABILIZEDINAXESXYZ = 4,

STABILIZEDINAXISY = 2,

STABILIZEDINAXESBOTH = 3,

DESTRUCTNO = 0,

STABILIZEDINAXESNONE = 0,

DESTRUCTMAN = 5,

DESTRUCTBUILDING = 1,

};

class CfgPatches {

class CPS_shemags {

units[] = {};

weapons[] = {"DR_Balahamas_blk","dr_redshemag","dr_bwshemag","dr_blackshemag","dr_greenshemag","dr_whiteshemag","dr_camoshemag","dr_desshemag","dr_hamasbwshemag","dr_headband"};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_Beta","A3_Characters_F","A3_Characters_F_Bootcamp"};

};

};

class UniformSlotInfo;

class cfgWeapons

{

class ItemCore;

class ItemInfo;

class HeadgearItem;

class dr_headband: ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "Headband - Hamas";

picture = "\A3\Characters_F_Bootcamp\Data\UI\icon_G_Balaclava_clean_ca.paa";

model = "\CPS_shemags\headband.p3d";

hiddenSelections[] = {"camo"};

class ItemInfo: HeadgearItem

{

mass = 10;

uniformModel = "\CPS_shemags\headband.p3d";

allowedSlots[] = {UNIFORM_SLOT, BACKPACK_SLOT, VEST_SLOT, HEADGEAR_SLOT};

modelSides[] = {6};

armor = "0";

passThrough = 1;

hiddenSelections[] = {"camo"};

};

};

};

};

Any help would be greatly appreciated! Thanks in advance!

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Try with

class Headband: ArmaMan
{
	sections[]= {"main"};
};

Also make sure it doesn't show just because it's clipping inside the character.

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Thanks for the quick reply Chairborne!

As you say, the headband is clipping into the model, about half-way to where it needs to be:

th_cf210ae8-6d5d-4f5b-aef7-dbcc6d1a4cf7_zps70886c2f.jpg

This is with your suggested additions to the model.cfg.

Also, I don't know if it's part of this Virtual Reality thing or what, but it seems everyone wants a headband in their chest: confused:

th_900a7377-9ef7-4124-8d95-c1c22e7dae8d_zps63a272e7.jpg

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Do you have autocenter enabled in the model properties?

Does the model follow head movement?

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Allah Akbar! Chairborne Akbar!

th_2af9a978-5d04-45b3-9fa1-bca1df0e2237_zpsafefa866.jpg

Thanks so much for your help, this is a big obstacle overcome in this project! May the 72 virgins be yours in this life my friend!

  • Like 1
  • Thanks 1

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