I had a bit of a think about it... basically it comes down to this...
I have been slowly creating the cleanest build structure I possibly can for myself and it will not suit others people's implementations too well.
The reason's behind me doing this stems from how Binarize.exe works, but I won't bore you with those details here.
Because I have my build environment setup in a specific manner it allows me to have very clean config.cpp's and model.cfg's... but, consequently if you don't have the same build environment setup as I do then you have to supply more information to Binarize.exe than what I posted above.
Following is probably what you will need for your model.cfg for this character given the context in your build environment...
Code: Select all
class CfgSkeletons {
class Default {isDiscrete=1;skeletonInherit="";skeletonBones[]={};};
class Head: Default {isDiscrete=0;skeletonInherit="Default";skeletonBones[]={"neck","","neck1","neck","head","neck1","lBrow",
"head","mBrow","head","rBrow","head","lMouth","head",
"mMouth","head","rMouth","head","eyelids","head","LLip",
"head"};};
class OFP2_ManSkeleton: Head {
isDiscrete=0;
skeletonInherit="Head";
skeletonBones[]= {
"weapon","",
"launcher","",
"Camera","",
"Spine","",
"Spine1","",
"Spine2","",
"Spine3","",
"Pelvis","",
//Left upper side
"LeftShoulder","",
"LeftArm","",
"LeftArmRoll","",
"LeftForeArm","",
"LeftForeArmRoll","",
"LeftHand","",
"LeftHandRing","",
"LeftHandRing1","",
"LeftHandRing2","",
"LeftHandRing3","",
"LeftHandPinky1","",
"LeftHandPinky2","",
"LeftHandPinky3","",
"LeftHandMiddle1","",
"LeftHandMiddle2","",
"LeftHandMiddle3","",
"LeftHandIndex1","",
"LeftHandIndex2","",
"LeftHandIndex3","",
"LeftHandThumb1","",
"LeftHandThumb2","",
"LeftHandThumb3","",
//Right upper side
"RightShoulder","",
"RightArm","",
"RightArmRoll","",
"RightForeArm","",
"RightForeArmRoll","",
"RightHand","",
"RightHandRing","",
"RightHandRing1","",
"RightHandRing2","",
"RightHandRing3","",
"RightHandPinky1","",
"RightHandPinky2","",
"RightHandPinky3","",
"RightHandMiddle1","",
"RightHandMiddle2","",
"RightHandMiddle3","",
"RightHandIndex1","",
"RightHandIndex2","",
"RightHandIndex3","",
"RightHandThumb1","",
"RightHandThumb2","",
"RightHandThumb3","",
//Left lower side
"LeftUpLeg","",
"LeftUpLegRoll","",
"LeftLeg","",
"LeftLegRoll","",
"LeftFoot","",
"LeftToeBase","",
//Right lower side
"RightUpLeg","",
"RightUpLegRoll","",
"RightLeg","",
"RightLegRoll","",
"RightFoot","",
"RightToeBase",""
};
};
class Flag: Default {};
class FlagCarrier: Default {skeletonInherit="Default";skeletonBones[]={"stozar","","vlajka",""};};
class synManSkeleton: OFP2_ManSkeleton {isDiscrete=0;skeletonInherit="OFP2_ManSkeleton";};
};
class CfgModels {
class Default {sectionsInherit="";sections[]={};skeletonName="";};
class flag_vojak: Default {sections[]={"latka"};};
class Head: Default {sectionsInherit="Default";sections[]={"osobnost","brejle"};skeletonName="Head";};
class ArmaMan: Default {sectionsInherit="Default";sections[]={"osobnost","Head_Injury","Body_Injury",
"l_leg_injury","l_arm_injury","r_arm_injury",
"r_leg_injury","clan"};skeletonName="OFP2_ManSkeleton";};
class synMan: ArmaMan {sectionsInherit="ArmaMan";sections[]={};skeletonName="synManSkeleton";};
class synSASAssault: synMan {};
};
And, as a reference, following is an extract from my current synBodies.cfg file (not like the previously posted example from an older backup folder... sorry about that...) sitting in my P:\Synide\synBodies folder.
However, it's of no use to you 'cause you need to have your inheritance structure (and folder structure) setup as I do for it too work... I'm only posting it to illustrate how clean you can get the stuff...
hopefully some of this will be helpfull...