maxjoiner 284 Posted March 26, 2017 Hi all, I'm trying to add Children units in ArmA3, but I have this problem: The problem was born when I had to resize my child unit at child size, if I use it with man size it works fine. Of course I've added also a "Skeleton_Pivots" for child size : These are my model.cfg and config: 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="kid\Skeleton_Pivots.p3d";//my child skeleton }; }; 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 kid : ArmaMan {}; }; Config..... class CfgPatches { class kid { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; version = 0.1; }; }; class cfgWeapons { class Default; // External class reference class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; // External class reference class Uniform_Base; // External class reference class UniformItem; // External class reference class kid_cloths : Uniform_Base { scope = 2; displayName = "Kid Cloths"; //picture = ""; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "max_kid"; containerClass = "Supply0"; mass = 30; }; }; }; class CfgVehicles { class Man; class CAManBase: Man { class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class max_kid_base: CAManBase { threat[] = {1, 0.1, 0.1}; }; class Max_kid : max_kid_base { _generalMacro = "max_kid_base"; scope = 2; faction = "CIV_F"; vehicleClass = "Men"; side = 3; identityTypes[] = {"Language_EN_EP1", "Head_NATO", "NoGlasses"}; genericNames = "NATOMen"; displayName = "Kid"; author = "Maxjoiner"; model = "kid\kid.p3d"; uniformClass = "kid_cloths"; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; }; }; Any Idea or suggestion?! 2 Share this post Link to post Share on other sites
Valken 622 Posted March 27, 2017 Don't have any idea how to resolve this but I always wanted to see children in ARMA. Especially for ambience and to rescue them. Keep it up. 1 Share this post Link to post Share on other sites
maxjoiner 284 Posted March 28, 2017 Thanks for your support mate, but If I don't find a solution the children addon will remain only a project... Share this post Link to post Share on other sites
xjoker_ 25 Posted March 28, 2017 I might be totally wrong but if you resize the skeleton, all animations will be broken and you'll have to make custom ones. Share this post Link to post Share on other sites
maxjoiner 284 Posted March 28, 2017 @xjoker_ maybe but I believe the memory points in "Skeleton_Pivots" are the key, so I think the problem is to make accept from ArmA3 engine the "Skeleton Pivots Child version"... maybe it's necessary some command in Config or to change the dependence from the Class "Man" and "CAManBase" (they have a default Skeleton) .....However thanks for your reply.... Share this post Link to post Share on other sites
maxjoiner 284 Posted April 5, 2017 Nobody can help me?! Share this post Link to post Share on other sites
PuFu 4600 Posted April 5, 2017 the answer i have received directly from one of BI animators was "it cannot be done"... Share this post Link to post Share on other sites
Ltf 381 Posted April 5, 2017 3 minutes ago, PuFu said: the answer i have received directly from one of BI animators was "it cannot be done"... Even if it is possible and he makes the mod, there would be a shitstorm. Do you guys remember how media showed isis mod? 1 Share this post Link to post Share on other sites
PuFu 4600 Posted April 5, 2017 2 hours ago, Ltf said: Even if it is possible and he makes the mod, there would be a shitstorm. Do you guys remember how media showed isis mod? i personally couldn't really care about the fake media ;) (jokes aside, i really really think some people are over-exaggerating things like this) 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted April 6, 2017 I had a short exchange of emails with the people at PEGI some time ago on this subject. The potential problem is, and I'm not an expressing opinion either way, that in order to get the PEGI 16 rating, the game must not feature children that can be harmed in any way. This included having the child model animation being able to show slight fear. The situation may have changed since, of course, but that was the position at the time. Share this post Link to post Share on other sites
Valken 622 Posted April 6, 2017 I wonder can you just make a full size model and apply a "scale" factor to it in the configs? All animations and everything would technically apply. Share this post Link to post Share on other sites
Ltf 381 Posted April 6, 2017 39 minutes ago, Valken said: I wonder can you just make a full size model and apply a "scale" factor to it in the configs? All animations and everything would technically apply. I think it only works in bethesda games, I've never seen that anywhere else Share this post Link to post Share on other sites
Valken 622 Posted April 6, 2017 I thought there was game engine that did that...was thinking Half Life or Quake or UT, but it may have been Bethesda. Share this post Link to post Share on other sites
PuFu 4600 Posted April 6, 2017 3 hours ago, Valken said: I wonder can you just make a full size model and apply a "scale" factor to it in the configs? All animations and everything would technically apply. no possible Share this post Link to post Share on other sites
Macser 776 Posted April 6, 2017 I might be barking up the wrong tree, as the saying goes, but I'm pretty sure the relationship between a p3d and rtms hasn't changed. Rtms will always override mesh data. It doesn't matter how you configure it. That's why it's possible to change the scale of a character without actually editing the mesh. You can just use the rtms. It's been done many times in the past for the grandad of the series, OFP. While that sounds great, you have to create a whole new set of animations and configure them for the character in question. What ever way you slice it, it's a lot of work. A lot of very boring work at that. I've only gotten away with it, because I've been creating very large, sci-fi based models with a very small move set. That cut the workload down significantly. 2 Share this post Link to post Share on other sites
PuFu 4600 Posted April 6, 2017 what macser said oh, in case someone miss read what i wrote: yes, one can make children work as long as you don't expect these to work with the existing animations. in short, can be done using a custom skeleton, and the whole set of custom animations. Share this post Link to post Share on other sites
maxjoiner 284 Posted April 7, 2017 Just to clarify my intentions.... My Child unit would was only decorative, no weapons, no dead. Thanks to all for your replies... 1 Share this post Link to post Share on other sites
bartabac 10 Posted May 23, 2017 On 07/04/2017 at 6:40 AM, maxjoiner said: Just to clarify my intentions.... My Child unit would was only decorative, no weapons, no dead. Thanks to all for your replies... Ok Your problem come from Skeleton and saved animation. In fact the differents points positions saved in the animations are made on human size. Your skeleton is in another size then you have deformation. Just test with an RTM file inside OB and you will see size diference between Skeleton and RTM animation. Share this post Link to post Share on other sites
maxjoiner 284 Posted May 29, 2017 Ok thanks, for the moment this project is stop.... Share this post Link to post Share on other sites
Guest Posted August 3, 2017 Any progress on this mod @maxjoiner? Share this post Link to post Share on other sites
maxjoiner 284 Posted October 28, 2017 No progress.... 1 1 Share this post Link to post Share on other sites
MrGalaxy 6 Posted November 10, 2017 such a lovely mod ;[ dont let this die 1 Share this post Link to post Share on other sites