AveryTheKitty 2626 Posted November 25, 2014 How do I port over Arma 2 animations? I'm currently trying to port the M16GL.rtm file from A2SM. http://i.imgur.com/ineMLsD.jpg (168 kB) I have no idea how to do this or anything about this. Share this post Link to post Share on other sites
PolyG 69 Posted November 25, 2014 Did you put the Model.cfg file in the data folder with your anim file? That usually fixes my bugs. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 25, 2014 Did you put the Model.cfg file in the data folder with your anim file? That usually fixes my bugs. Yes. I DL'd the file from another thread containing (AFAIK) the A3 skeleton. It didn't work. :/ Share this post Link to post Share on other sites
PolyG 69 Posted November 25, 2014 The data folder should be set as modname/data/anim/m16gl.rtm(?) and have a model.cfg with 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"; }; }; Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 25, 2014 Yup, didn't work. The file is in: "A3_Aegis/Aegis/content/BLUFOR/rifles/XMR/data/Anim/m16/m16gl.rtm" Share this post Link to post Share on other sites
PolyG 69 Posted November 25, 2014 Yup, didn't work. The file is in: "A3_Aegis/Aegis/content/BLUFOR/rifles/XMR/data/Anim/m16/m16gl.rtm" I'd have to see the sources to evaluate the problem then - My last suggestion would be remove the Anim/M16/ and just have Anim Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 25, 2014 I'd have to see the sources to evaluate the problem then - My last suggestion would be remove the Anim/M16/ and just have Anim Does the PBO have to be binarized? ---------- Post added at 11:35 PM ---------- Previous post was at 11:21 PM ---------- Alright I tried both binarized and unbinarized, neither resulting in success. However, the unbinarized attempt had a different but still screwed up anim. And I noticed when binarized the magazine isn't working correctly when reloading. Then again I'm using A2 BinPBO because my addonBuilder isn't working atm. Share this post Link to post Share on other sites
.kju 3244 Posted November 25, 2014 Check: http://forums.bistudio.com/showthread.php?184655-Preventing-skeleton-errors-in-rpt-HOW-TO Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 25, 2014 (edited) ;2826604']Check: http://forums.bistudio.com/showthread.php?184655-Preventing-skeleton-errors-in-rpt-HOW-TO I've tried that already and with no success. EDIT: Got it to work, thanks. Edited November 25, 2014 by Nightmare515 Share this post Link to post Share on other sites