Mr H. 402 Posted December 12, 2018 I'm trying to model a facewear item for arma. For the moment I'm still doing tests with an unfinished untextured model. However I have tried to import it ingame and have encountered a major issue: the model appears in game alright but... Between the character's legs... At first it appeared on the ground but I read that the geometry lod must contain a named property "autocenter = 0". After setting it it's now placed further up the model but not quite up enough ;-) and here's a link to the p3d:https://www.dropbox.com/s/8x2pltrg8t14tq2/halomaskBasicTest.p3d?dl=0 If somebody as a good tutorial on making one's own facewear or an idea on how to fix my issue I'd be more than grateful. Share this post Link to post Share on other sites
Mr H. 402 Posted December 12, 2018 For the record the issue is fixed, it came from my model cfg Share this post Link to post Share on other sites
Dedmen 2713 Posted December 13, 2018 21 hours ago, Mr H. said: For the record the issue is fixed, it came from my model cfg Would be helpful for people experiencing the same problem if you could say what exactly the cause was and how you fixed it. Share this post Link to post Share on other sites
PuFu 4600 Posted December 13, 2018 12 minutes ago, Dedmen said: Would be helpful for people experiencing the same problem if you could say what exactly the cause was and how you fixed it. pretty sure he was missing the class (=name of .p3d) from his model.cfg so it would inherit the bones Share this post Link to post Share on other sites
Mr H. 402 Posted December 13, 2018 nope I had copied the cfg from a vanilla model (which I got from http://odolconverter.t-db.de/ )and from a vanilla asset (for educational purposes of course)and replaced the class with that of my p3d. After switching to a base cfg found in a tutorial It worked fine. My guess is that vanilla assets do not recall base classes but I'm not sure. Share this post Link to post Share on other sites
Riksen 183 Posted January 11, 2019 On 12/13/2018 at 10:28 AM, Mr H. said: nope I had copied the cfg from a vanilla model (which I got from http://odolconverter.t-db.de/ )and from a vanilla asset (for educational purposes of course)and replaced the class with that of my p3d. After switching to a base cfg found in a tutorial It worked fine. My guess is that vanilla assets do not recall base classes but I'm not sure. Could you, please, point me to said tutorial? I'm having the same issue with my facegear showing between the legs ... Thank you Sir! Share this post Link to post Share on other sites
Mr H. 402 Posted January 11, 2019 can't recall which tutorial it was but here's a copy of the working model cfg, hope it helps: Spoiler 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 haloMask : ArmaMan {}; class haloMaskNOESS : ArmaMan {}; }; Share this post Link to post Share on other sites