Howto Model Config – ArmA: Armed Assault
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In class CfgModels you can define sections of a model which can be required for certain effects (like rotor blur) or for hiddenselections (as in OFP days with setObjectTexture). Also, you have to define the animations in the CfgModels nowadays. | In class CfgModels you can define sections of a model which can be required for certain effects (like rotor blur) or for hiddenselections (as in OFP days with setObjectTexture). Also, you have to define the animations in the CfgModels nowadays. | ||
=== CfgSkeletons example === | === CfgSkeletons example === | ||
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}; | }; | ||
</pre> | </pre> | ||
=== CfgSkeletons explanations === | |||
isDiscrete = 0; | |||
Defines if the bones have a hierarchy or not (0 = no hierarchy, for characters). | |||
skeletonInherit = ""; | |||
Defines which skeleton class is inherited, for example skeletonInherit = "Helicopter"; loads the bones of class Helicopter. | |||
skeletonBones[] = {}; | |||
Defines the bones. | |||
=== CfgModels example === | === CfgModels example === | ||
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}; | }; | ||
</pre> | </pre> | ||
=== CfgModels explanations === | |||
sectionsInherit=""; | |||
Defines which sections are inherited, for example sectionsInherit = "Helicopter"; loads all sections of class Helicopter. | |||
sections[] = {}; | |||
Defines the sections. | |||
skeletonName = ""; | |||
Defines which skeleton (defined by CfgSkeleton) is used by this model. | |||
class Animations{...}; | |||
Defines the animations for the model. It can be inherited from another model via class Animations : Animations{...}; | |||
For explanations for the class Animations, see page [[Model_Config]]. |
Revision as of 01:46, 9 March 2007
General
The model.cfg contains description about the skeleton and the functionality (animations) of a model. The model.cfg is divided in two classes, which are class CfgSkeletons and class CfgModels .
In class CfgSkeletons all animated "bones" of the model are defined (in this example for an AH-64). Bones which have to be animated together, as it should be in turrets with guns, are linked here. The skeleton can have a hierarchy (as here with the AH-64), which means that each bone is affixed on the previous one. If it does not have a hierarchy, all bones are on the same level (as used on character models).
In class CfgModels you can define sections of a model which can be required for certain effects (like rotor blur) or for hiddenselections (as in OFP days with setObjectTexture). Also, you have to define the animations in the CfgModels nowadays.
CfgSkeletons example
class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default{}; class Helicopter : Vehicle { skeletonInherit="Vehicle"; // läd die Bones der class Vehicle skeletonBones[]= { "velka vrtule","", // Hauptrotor "mala vrtule","", // Heckrotor ... ... }; }; class AH64_Skeleton : Helicopter { skeletonInherit="Helicopter"; // läd die Bones der class Helicopter skeletonBones[]= { "mainRotor","", // Hauptrotor "tailRotor","", //Hechrotor "FGear","", // forderes Fahrwerk "RGear","", // hinteres Fahrwerk "map_tail","", // Heckstabilisator "sensors_turret","", //SensorTurm "sensors","sensors_turret", // SensorKopf mit SensorTurm }; }; };
CfgSkeletons explanations
isDiscrete = 0;
Defines if the bones have a hierarchy or not (0 = no hierarchy, for characters).
skeletonInherit = "";
Defines which skeleton class is inherited, for example skeletonInherit = "Helicopter"; loads the bones of class Helicopter.
skeletonBones[] = {};
Defines the bones.
CfgModels example
class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Vehicle : Default { sections[] = { "clan", "clan_sign", ... ... "zasleh" }; }; class Helicopter : Vehicle { sectionsInherit="Vehicle"; sections[]= { "velka vrtule staticka", "velka vrtule blur", "mala vrtule staticka", "mala vrtule blur", ... ... }; skeletonName="Helicopter"; class Animations { class IndicatorAltRadar: Rotation { source="altRadar"; sourceAddress="loop"; selection="alt"; axis="osa_alt"; memory=0; maxValue=304; angle1="rad -360"; }; class IndicatorAltRadar2: IndicatorAltRadar { selection="alt2"; axis="osa_alt2"; }; ... ... }; }; class ah64 : Helicopter { sectionsInherit = "Helicopter"; sections[] = { "mainRotor","mainRotor_staticka","mainRotor_blur","mainRotor_dive", "tailRotor","tailRotor_staticka","tailRotor_blur", "tail_fin" }; skeletonName = "AH64_Skeleton"; class Animations : Animations { class mainRotor { type = "rotationY"; source = "rotorH"; selection = "mainRotor"; axis = ""; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class mainRotor_dive { type = "rotationX"; source = "rotorHdive"; selection = "mainRotor"; axis = "predni osa naklonu"; memory = 1; minValue = -1.570800; maxValue = 1.570800; angle0 = -1.570796; angle1 = 1.570796; }; class tailRotor { type = "rotationX"; source = "rotorV"; selection = "tailRotor"; axis = ""; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class mainTurret { type = "rotationY"; source = "mainTurret"; selection = "otocvez"; axis = "osaveze"; animPeriod = 0; memory = 1; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class mainGun { type = "rotationX"; source = "mainGun"; selection = "otochlaven"; axis = "osahlavne"; animPeriod = 0; memory = 1; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class sensors_turret : mainTurret { selection = "sensors_turret"; axis = "axis_sensors_turret"; }; class sensors : mainGun { selection = "sensors"; axis = "axis_sensors"; }; ... ... }; }; };
CfgModels explanations
sectionsInherit="";
Defines which sections are inherited, for example sectionsInherit = "Helicopter"; loads all sections of class Helicopter.
sections[] = {};
Defines the sections.
skeletonName = "";
Defines which skeleton (defined by CfgSkeleton) is used by this model.
class Animations{...};
Defines the animations for the model. It can be inherited from another model via class Animations : Animations{...};
For explanations for the class Animations, see page Model_Config.