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Scorpy_cfs

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About Scorpy_cfs

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  1. I am completely over this mission. Whilst he has a bit of a whinge, I can't get him to spill anything more than the location. Even when we're plummeting to our deaths for the last thousand or so tries he keeps his mouth shut all the way to the grave. Hard turns are the winner. Just remember to lower your collective dramatically so as not to put too much stress on your bird and stall.
  2. Gudday, Just wondering if anyone might be able to help me with a script that allows one to trigger a looped animation, like switching on a radar dish and being able to switch it off again? Would it be feasible to add a light much like a lighthouse to such a rotating item that would also switch on when the animation begins to rotate, and off when it ceases? Much thanks in advance.
  3. Scorpy_cfs

    Character tutorials

    Edit: previous issue resolved. Any thoughts on why the hands might be really bright even at night? Ta
  4. Scorpy_cfs

    Character tutorials

    Thanks again for all your help. Still needs a lot of work but this is where we're heading with it... Will clean it up a bit more and see what it looks like in game, I think O2 exaggerates some problems that may not be there so to see it full animates will be more useful
  5. Scorpy_cfs

    Character tutorials

    That's done the trick, thanks again.
  6. Scorpy_cfs

    Character tutorials

    Yeah ta, that's exactly what I was after. Initially I thought that I'd need to have both models centered but then realised I couldn't give a toss what the bis model did, it could warp all over the place for all I cared, as long as my model was animated properly. As such the bis model is only there for colour reference of weighting. As for the second thing, Edit* I have done what you suggested but can still only animate one selection; the first one. Anything I try to define after that will not animate. For example, I defined the head selection which animated fine and then went to animate the left arm which would not animate. I started from scratch in case I'd done something wrong. I started with the left arm to make sure I could get that right before moving on. It animated fine so I went back to the head which did not animate. Thanks again for your attention and expedient replies.
  7. Scorpy_cfs

    Character tutorials

    Ta, couple more questions, it appears when I follow the tutorial that if I use the basic selections of the BIS soldier, then the head for example on my model next to the BIS model will move in relation to the BIS model head. This makes me believe that there needs to be a way of reproducing a center axis or skeleton or something in my model that the selections are linked to. That didn't sound like a question but feel free to correct my reasoning. Secondly, I noted that some selections are being animated, and others are not, eg, I have completed the head selection and there is obvious movement during animations. However, when I link an arm selection as in the tutorial, there is no movement at all during the animation. What have i done wrong here? Regards, Scorpy
  8. Scorpy_cfs

    Character tutorials

    Thanks a whole bunch for that. It was good to hear confirmation of my fears that there isn't a quick way to do it as it was kind of putting me off hoping that a more simple method might exist. I was happy to see the weighting concept however and once I get fairly comfortable with it, I can see the practical use of it. eg, I was seriously considering not connecting a hose from the rig to the face mask as it would look horrid when stretching. This weighting could potentially make it look quite satisfactory with a turning head. Speaking of head, I need to study for this bloody brain and behaviour exam tomorrow. So once my exams are out of the way, I'll try and work through your tutorial and let you know how it turns out. Thanks again.
  9. Scorpy_cfs

    Character tutorials

    Having been absent for a period of time whilst I try to get some uni exams squared away, I thought I'd pop back to see if anyone was kind enough to offer some advice here. I was sorely disappointed to see that regardless of 200+ views, not a single person replied to this thread. I truly wish I had heaps of time to scour the internet with a magnifying glass to find what I need. The little time I had at the start of the year used up watching and reading modeling tutorials and trying to advance my modeling skill which I do as a hobby to occupy my mind so I am not eating, breathing and pooping medicine, from something like this: to things like this: and this: Now, I like to think I have come a long way, however, what I am now after is some information, a tutorial if you will, on how to rig characters. I imported the base Arma 1 soldier skeleton into max, that you can see in the background of image 3, but there were no rigged groups that came with the item. So having made a completely independent model from the skeleton, I am left with the task of getting that model to work as a character in game. So I thought I would come to arguably the most incredibly talented group of ARMA modders in the world and ask for help. So please, can someone help me with this? What is a good way to rig the character to the skeleton? Can this process be done in max without losing groups and riggings when imported to O2? Is there any way to do it so that I am not having to select individual of the thousands of verticies to add to group individually? How do you guys do it in the least painstaking way possible? Kindest Regards, Scorpy P.S, help me with this and I'll give you a free physical if you're ever in town!
  10. Gudday, I'm a modeler for a project currently in development by a small team but believe I could be of far more use if I knew how to import and rig characters myself rather than relying on the other guys to get through the extensive lists of imports to my stuff. I am a complete nub with all things development, BIS and O2, but was hoping someone might know of an absolute idiot's guide to importing and rigging character meshes for use in arma 2. Any and all help would be greatly appreciated.
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