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PotonForry

Uniform's arms are stretched.

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I'm currently working on a uniform mod for my squad, it's the HEV suit from Half-Life 2, and so far it's worked exceptionally well given that it's my first attempt. But for some reason, with a certain rifle animation, my character's arms stretch way out to the ground. It only appears to do it with whatever animation that the default MX rifles use, some other CUP rifles and all the pistols work fine. I had thought that it was a CUP issue but since the MX rifles also experience this, all I can assume is that there's some kind of animation set I forgot to assign or... something. If that's the case, does anyone know which one it is and how I would go about assigning it?

1d801f8c8e4b6e6f595c52cdbc387d93.jpg

 

Here's the contents of my model.cfg file if it's needed.

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 hev : ArmaMan {};
};

Thanks, 

Poton

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It's the animations, that cause the issue,  do you have permission from Valve to port their stuff to A3?

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No I don't, unfortunately. Don't get me wrong, though, if I have the time and interest after I figure out all the kinks, I'll be texturing and modelling it from scratch for quality and legal reasons anyway. I just needed something as a point of reference so I could get familiar with the processes involved in making a uniform, I had no intention of releasing it as simply a cheap port.

 

 

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1 hour ago, road runner said:

It's the animations, that cause the issue,  do you have permission from Valve to port their stuff to A3?

it is actually an issue with named selections (i'm 99% sure of it)

 

in any case, @PotonForry i've heard that argument many many times before. You will surely get your help when you'll bring original content to the table (at least that is my stance)

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I'll play around with the selections a bit until something works out, thanks for leading me in the right direction.

 

I think I'll have a go at modelling something original in the meantime and starting over with that. Despite this being mostly a proof of concept/practice thing, I totally understand why it has to be that way.

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