Arma 3
AllFather 3. okt. 2015 kl. 7:59
Vest Model trouble with rigging?
Ok, i've searched for the answer for a day now. I got the config right.. i think. Kinda did a copy and paste at a last ditch effort to get it in game. Now it is in..it is at his feet. I have found other problems people have had where the geometry lod wasnt at autocenter 0. Mine is. I have weight painted the vertices. Well the best i could do, hopefully thats not the problem because that was a pain in the butt. Here is the config
view plain
class UniformSlotInfo; class CfgVehicles { class Man; class CAManBase: Man { class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class SoldierWB: CAManBase { threat[] = {1, 0.1, 0.1}; }; //Base class for BLUFOR soldiers class Test_Soldier_base_F: SoldierWB { faceType = Man_A3; /// this soldier is going to use standard faces side = 1; /// that means BLUFOR faction = BLU_F; /// Standard NATO faction genericNames = "NATOMen"; /// Standard names for lads of NATO (and European civils) vehicleClass = Men; /// Should be listed under Men scope = 0; /// base class should not be visible in editor class Wounds /// changes material of skin according to damage { tex[] = {}; mat[] = { "A3\Characters_F\Common\Data\basicbody.rvmat", /// what material is changed "A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like in damage 0.5 and more "A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like while the part has damage 1 "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", /// next materials are used through personality of the soldier "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" }; }; model = "\Samples_f\Test_Character_01\A3_character_example.p3d"; /// path to model modelSides[] = {3, 1}; /// what sides could use this uniform, means civilians and BLUFOR can use it nakedUniform = "U_BasicBody"; /// what "uniform" does this soldier use without any other uniform uniformClass = "U_Test_uniform"; /// standard uniform used by this soldier, there is a special one defined later camouflage = 1.4; /// how easy is to spot soldier -> bigger means better spotable, used by uniform class UniformInfo /// defines allowed slots of the uniform { class SlotsInfo { class NVG: UniformSlotInfo {slotType = NVG_SLOT; }; class Scuba: UniformSlotInfo {slotType = SCUBA_SLOT;}; class Googles: UniformSlotInfo {slotType = GOGGLE_SLOT;}; class Headgear: UniformSlotInfo {slotType = HEADGEAR_SLOT;}; }; }; class HitPoints : HitPoints { class HitHead: HitHead {armor = 0.3*HeadArmourCoef;}; /// default soldier doesn't have any head armour, uses helmet class HitBody: HitBody {armor = 0.5*BodyArmourCoef;}; /// default soldier doesn't have protective uniform on body, uses vest class HitHands: HitHands {armor = 0.8*HandArmourCoef;}; /// some protection for hands by uniform class HitLegs: HitLegs {armor = 0.8*LegArmourCoef;}; /// some protection for legs by uniform }; hiddenSelections[] = {"Camo", "insiginia"}; /// selection defined in sections of model that may have texture and materials changed by setObjectTexture or next parameter hiddenSelectionsTextures[] = {"\a3\characters_f\common\data\basicbody_grey_co.paa"}; /// what texture does this soldier use for camo selection hideProxySelections[] = {"ghillie_hide"}; /// names of selections hidden on proxies (used in vest in this case, see overlaySelectionsInfo[]) weapons[] = {Test_weapon_01_holo_pointer_F, Throw, Put}; /// we have a sample weapon, why not use it? Throw and put weapons are required for grenades/mines respawnWeapons[] = {Test_weapon_01_holo_pointer_F, Throw, Put}; /// should be the same as previous most of the time Items[] = {FirstAidKit}; /// one First aid kit is good to start with RespawnItems[] = {FirstAidKit}; magazines[] = {30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, HandGrenade, HandGrenade}; respawnMagazines[] = {30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, HandGrenade, HandGrenade}; linkedItems[] = {pAx_Test_Vest, H_Test_Headgear, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; /// items directly in inventory slots respawnLinkedItems[] = {V_Test_Vest, H_Test_Headgear, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; }; class Test_Soldier_F: Test_Soldier_base_F /// class visible in editor { scope = 2; /// scope needs to be 2 to have a visible class displayName = "Test Soldier"; /// what's displayed in editor or on cursor over }; }; enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class pAx_Vest_Config // You can edit the className. { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; // So the config knows where to find the external class reference. }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class Uniform_Base; class UniformItem; class Vest_Camo_Base; class VestItem; class pAx_Test_Vest: Vest_Camo_Base { scope = 2; displayName = "pAx Testing Vest"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_tshirt_ca.paa"; // or where ever you got a picture model = "\pAx_VestItem_DevilDust\pAx_Vest_DevilDust.p3d"; hiddenSelectionsTextures[] = {"pAx_VestItem_DevilDust\data\vests_blk_co.paa"}; class ItemInfo: VestItem { uniformModel = "\pAx_VestItem_DevilDust\pAx_Vest_DevilDust.p3d"; containerClass = "Supply100"; // or what ever space it got mass = 50; armor = "5*0.5"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through }; }; };

here is a couple images of it in OB

Rig in Object Builder
http://picpaste.com/rig1-4beC8Zyy.png

thanks for any help i can get.
Sidst redigeret af AllFather; 3. okt. 2015 kl. 8:00
Dato opslået: 3. okt. 2015 kl. 7:59
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