SGT Fuller 856 Posted July 14, 2014 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 Share this post Link to post Share on other sites
x3kj 1247 Posted July 14, 2014 did you weight your models, so they follow the bone movement of the skeleton? http://forums.bistudio.com/showthread.php?114036-STALKERGB-s-Weighting-overview Share this post Link to post Share on other sites
Chairborne 2594 Posted July 14, 2014 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. Share this post Link to post Share on other sites
SGT Fuller 856 Posted July 14, 2014 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 Share this post Link to post Share on other sites
Chairborne 2594 Posted July 14, 2014 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. Share this post Link to post Share on other sites
HorribleGoat 1473 Posted July 15, 2014 (edited) 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 July 15, 2014 by HorribleGoat a bit moar... Share this post Link to post Share on other sites
chops 111 Posted July 16, 2014 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. 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. 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! Share this post Link to post Share on other sites
Chairborne 2594 Posted July 16, 2014 Try with class Headband: ArmaMan { sections[]= {"main"}; }; Also make sure it doesn't show just because it's clipping inside the character. 1 Share this post Link to post Share on other sites
chops 111 Posted July 16, 2014 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: 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: Share this post Link to post Share on other sites
Chairborne 2594 Posted July 16, 2014 Do you have autocenter enabled in the model properties? Does the model follow head movement? 1 Share this post Link to post Share on other sites
chops 111 Posted July 16, 2014 Allah Akbar! Chairborne Akbar! 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! 1 1 Share this post Link to post Share on other sites
JP OXIDE 0 Posted April 27, 2021 Good day! I have a problem like 'Helmet and vest appear between legs' For example I'm working with 'A3_headgear_example' (Arma 3 Samples). 1. Creating model.cfg (from Arma 3 Samples) Write this text }; class A3_headgear_example: ArmaMan{}; }; That is all 2. autocentre = 0 - Open Oxigen 2 or Object Builder - Press Ctrl + 1 - At the 'Property' press 'New' - At the 'EditProperty' write autocentre (name) and 0 (Value) That's ok. Nice. 3. Creating cfg file class CfgPatches { class A3_headgear_example { author="OXIDE"; units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "A3_Characters_F" }; }; }; class CfgWeapons { class ItemCore; class HeadgearItem; class A3_headgear_example: ItemCore { author="OXIDE"; scope=2; weaponPoolAvailable=1; displayName="CAP"; //picture="\CAP_1\addons\data\mod_icon_ca.paa"; model="\CAP_1\addons\A3_headgear_example.p3d"; hiddenSelectionsTextures[]= { "CAP_1\addons\data\A3_headgear_example.paa" }; class ItemInfo: HeadgearItem { mass=5; uniformModel="\CAP_1\addons\A3_headgear_example.p3d"; }; }; }; 4. PBO Creating Open Addon Builder and.... BUILD SUCCESSFUL!!! Nice. After that... starting the game... and... noooooooooooo!!! CAP appear between legs!!!!!! Can someone help me? Thanks! Share this post Link to post Share on other sites
JP OXIDE 0 Posted April 27, 2021 On 7/16/2014 at 3:46 PM, chops said: Allah Akbar! Chairborne Akbar! 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! Hello! How did you fix it? Thanks! Share this post Link to post Share on other sites
chops 111 Posted April 27, 2021 G'day, We're going back nearly seven years mate, but from memory autocentre = 0 was the problem for me. Have you set it in the Geometry LOD in Oxygen? Also, my model.cfg looks like this: 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 CPS_disha: ArmaMan {}; class CPS_disha2: ArmaMan {}; class CPS_disha3: ArmaMan {}; class CPS_pakol: ArmaMan { sections[]= {"camo","main"}; }; }; CPS_disha, CPS_disha2, etc, etc are all the clothing models I was importing into Arma 3 from Arma 2. I'm really far from an expert on this, but maybe try replacing your model.cfg with mine and replacing my model names with yours. Cheers Share this post Link to post Share on other sites
JP OXIDE 0 Posted April 28, 2021 20 hours ago, chops said: G'day, We're going back nearly seven years mate, but from memory autocentre = 0 was the problem for me. Have you set it in the Geometry LOD in Oxygen? Also, my model.cfg looks like this: 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 CPS_disha: ArmaMan {}; class CPS_disha2: ArmaMan {}; class CPS_disha3: ArmaMan {}; class CPS_pakol: ArmaMan { sections[]= {"camo","main"}; }; }; CPS_disha, CPS_disha2, etc, etc are all the clothing models I was importing into Arma 3 from Arma 2. I'm really far from an expert on this, but maybe try replacing your model.cfg with mine and replacing my model names with yours. Cheers Thank You for Your help! But... This damned thing does not work at all! When I write autocenter = 0, Cap teleportin at hip bone area. When I write autocenter = 1 or I will delete autocenter, Cap teleportin at knee area. I need to fix it. I will try Share this post Link to post Share on other sites