Törni 0 Posted April 21, 2007 Is it possible to inherit x and y movement from a bone, but not z nor rotation? So that bone's 2D location (x,y) would follow another bone, but it could still rotate freely along an an axis? Wiki only lists tranlation or translation using one axis (x,y or z). And if I understand it correctly bone hierarchies can only be two bones long in ArmA. Share this post Link to post Share on other sites
raedor 8 Posted April 21, 2007 Moving to Config Subforum. Share this post Link to post Share on other sites
Törni 0 Posted April 21, 2007 Just was going to ask about moving the topic. But why to OFP section? Share this post Link to post Share on other sites
Messiah 2 Posted April 21, 2007 this isn't an ofp section, this is an addons creation section Share this post Link to post Share on other sites
baddo 0 Posted April 21, 2007 Well then the abbreviation "OFP" should be removed from this forum's title... Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 22, 2007 And if I understand it correctly bone hierarchies can only be two bones long in ArmA. Don't thinks so, I've seen 3 bone config examples and I suspect you could go a few more. As for the "OFP: Configs......" I've wondered that myself. Maybe one of the Mods might like to explain If this is for ArmA and OFP, then they should drop the OFP bit, its misleading. If these going to be a separate "ArmA: Config ..." why wait for the tools ? Ppl are already hard at work ...... Share this post Link to post Share on other sites
Guest RKSL-Rock Posted April 22, 2007 Is it possible to inherit x and y movement from a bone, but not z nor rotation? So that bone's 2D location (x,y) would follow another bone, but it could still rotate freely along an an axis?Wiki only lists tranlation or translation using one axis (x,y or z). And if I understand it correctly bone hierarchies can only be two bones long in ArmA. You can chain multiple bones together very easily. Â There really is no limit i've found yet. You can only animate one axis at a time anyway, but you can choose which animation as a trigger source now. Â Â EG Gnat's recent V-22 video. Â The Animation source for the Tilt Rotors is the "Speed" source. Â This mean you cna use one anim to trigger another and you dont need to link them in CFGSKELETONS. So you con do almost anything you want. Share this post Link to post Share on other sites
Törni 0 Posted April 22, 2007 I figured the bone structures out and got everything working ok. So consider this question now obsolete Share this post Link to post Share on other sites