Jump to content
Sign in to follow this  
Pidzej

Arma people model selections

Recommended Posts

So heres the problem:

Im playing with people modeling for arma, everything goes smooth except that im not able to figure the selections for arms and legs.

There are basicly 4 selections which define arm or leg

In the leg case these are: LeftUpLeg, LeftUpLegRoll, LeftLeg, LeftLegRoll

No matter how i try to select and redefine them my model is still wrinkled in these parts. So does anyone have some info which body parts those selections should refer to

Trust me ive checked Bis example soldier but from that its totally unclear and even the closer i try to match my model to the Bis one i still fail to achieve smooth movement of those parts

The same problem is with arms, for example what should be LeftArmRoll - should that be an elbow or something around the biceps area?

Thx for any feedback, im sure im not alone on this

Share this post


Link to post
Share on other sites

Are you modifying the weights of those named selections to match closely to how they are weighted in the demo model? Right click each named selection and look at the weights and try to match them up. If you have done that already there is not much people can tell you without screens or looking at the actual model.

Share this post


Link to post
Share on other sites

Hi again, i tried to tweak the weights on the selections but it was to no use. But i think i get why it didnt help. U see i have a 8000 poly model of a woman imported from source engine of hl2, i tweaked it and it looks good but im using a tweaked config from SLXs people example and i found out that he made his own CFGSkeleton and SFGModel class and i think thats why the weights doesnt work. His models were from ofp with a poly count around 2000 max and his skeleton is not good for higher poly counts.

So i Googled for a few hours and i tried to find CFGSkeleton and CFGModel trees for arma and i found out that these things are written in model.cfg which seems to be binarized right into the original model .P3D files. And i didnt manage to find even one example od BIS CFGModels and Skeletons tree.

So im asking if someone has this kind of information.

I think i might get it to work if i can refer my model to the BIS one CFGModels and CFGSkeletons. that should make the weights of selections work and no more wrinkled arms and legs. Thx in advance

Share this post


Link to post
Share on other sites

you might find enough info in this thread to construct enough of a config for your model...

you'll need to have component selections with the correct bone names as per the skeleton mentioned in that thread and the example BISoldier.p3d from BIS.

However, this will not help your deforming textures as much as you hope when your model animates.

You need a correct weight map for the model otherwise the engine doesn't know how to tweak the mesh & texture deformation.

you have 2 options...

  1. create the weight map by hand in O2

  2. use another 3D application with more sophisticated weight map generation and export that to .obj format and then import into O2...

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×