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Synide

rtm...

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What should/could/can we put in the <myanim>.cfg file that binarize looks for when turning it into a rtmb?

Can we specify the skeleton it should use in this .cfg instead of having to parse it on the command line?

Or, is it a throw over from binarize coding that when it's 'binarizing' it automatically looks for <filename>.cfg and with respect to processing rtm_0101's is it irrelevant in this context?

Edited by Synide

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Well it appears I managed to answer my own question over in this thread.

Ah... I worked out how to convert the unbinarized .rtm's to binarized using BinPBO etc.

When binarize processes a .p3d it thinks... model ! ahah... I know how to process that and hmmm... while i'm about it i'll see if there is a <NameOfModel>.cfg, or a <FolderTheP3DIsSittingIn>.cfg or a model.cfg sitting in the same folder as the .p3d that might have some skeleton/anim stuff in it.

Ok, so in terms of an .rtm... You need to think of the .rtm as 'just another model'... ok, so it's not a 3d model but to binarize.exe it's a 'model' of animation and as such needs a skeleton to process it.

So... if you have say...

P:\SYM\SYM_Wpns_BigFatGuns\anims\reload_prone.rtm

P:\SYM\SYM_Wpns_BigFatGuns\anims\reload_crouched.rtm

P:\SYM\SYM_Wpns_BigFatGuns\anims\reload_standing.rtm

You'd create either a 'anims.cfg' or a 'model.cfg' in the 'P:\SYM\SYM_Wpns_BigFatGuns\anims' folder. It would have similar information in it to the following. FYI, I prefer to call my model.cfg's the name of the folder as this can save a hua of amount of grief when you have alot of stuff.

class CfgSkeletons {

class Default {isDiscrete=1;skeletonInherit="";skeletonBones[]={};};

class OFP2_ManSkeleton {

isDiscrete=0;

skeletonInherit="";

skeletonBones[]= {

"Pelvis","",

"Spine","Pelvis",

"Spine1","Spine",

"Spine2","Spine1",

"Spine3","Spine2",

"Camera","Pelvis",

"weapon","Spine1",

"launcher","Spine1",

//Head skeleton in hierarchy

"neck","Spine3",

"neck1","neck",

"head","neck1",

"HeadCutScene","head",

"jaw","head",

"chin","head",

"jaw_rf","head",

"jaw_rm","head",

"jaw_rs","head",

"jaw_lf","head",

"jaw_lm","head",

"jaw_ls","head",

"ear_r","head",

"ear_l","head",

"lip_lc","head",

"lip_lwlb","head",

"lip_lwlf","head",

"lip_lwm","head",

"lip_lwrf","head",

"lip_lwrb","head",

"lip_rc","head",

"lip_uprb","head",

"lip_uprf","head",

"lip_upm","head",

"lip_uplf","head",

"lip_uplb","head",

"nose_tip","head",

"nose_r","head",

"nose_l","head",

"zig_lt","head",

"zig_lm","head",

"zig_lb","head",

"zig_rt","head",

"zig_rm","head",

"zig_rb","head",

"cheek_r","head",

"cheek_l","head",

"eyebrow_lb","head",

"eyebrow_lm","head",

"eyebrow_lf","head",

"corr","head",

"eyebrow_rf","head",

"eyebrow_rm","head",

"eyebrow_rb","head",

"eye_upr","head",

"eye_lwr","head",

"eye_upl","head",

"eye_lwl","head",

"cheek_rf","head",

"cheek_rm","head",

"cheek_rb","head",

"cheek_lf","head",

"cheek_lm","head",

"cheek_lb","head",

"forehead_l","head",

"forehead_m","head",

"forehead_r","head",

"l_eye","head",

"r_eye","head",

"l_pupila","head",

"r_pupila","head",

"neck_t","head",

"neck_b","head",

"neck_r","head",

"neck_l","head",

"tongue_b","head",

"tongue_m","head",

"tongue_f","head",

//Left upper side

"LeftShoulder","Spine3",

"LeftArm","LeftShoulder",

"LeftArmRoll","LeftArm",

"LeftForeArm","LeftArmRoll",

"LeftForeArmRoll","LeftForeArm",

"LeftHand","LeftForeArmRoll",

"LeftHandRing","LeftHand",

"LeftHandRing1","LeftHandRing",

"LeftHandRing2","LeftHandRing1",

"LeftHandRing3","LeftHandRing2",

"LeftHandPinky1","LeftHandRing",

"LeftHandPinky2","LeftHandPinky1",

"LeftHandPinky3","LeftHandPinky2",

"LeftHandMiddle1","LeftHand",

"LeftHandMiddle2","LeftHandMiddle1",

"LeftHandMiddle3","LeftHandMiddle2",

"LeftHandIndex1","LeftHand",

"LeftHandIndex2","LeftHandIndex1",

"LeftHandIndex3","LeftHandIndex2",

"LeftHandThumb1","LeftHand",

"LeftHandThumb2","LeftHandThumb1",

"LeftHandThumb3","LeftHandThumb2",

//Right upper side

"RightShoulder","Spine3",

"RightArm","RightShoulder",

"RightArmRoll","RightArm",

"RightForeArm","RightArmRoll",

"RightForeArmRoll","RightForeArm",

"RightHand","RightForeArmRoll",

"RightHandRing","RightHand",

"RightHandRing1","RightHandRing",

"RightHandRing2","RightHandRing1",

"RightHandRing3","RightHandRing2",

"RightHandPinky1","RightHandRing",

"RightHandPinky2","RightHandPinky1",

"RightHandPinky3","RightHandPinky2",

"RightHandMiddle1","RightHand",

"RightHandMiddle2","RightHandMiddle1",

"RightHandMiddle3","RightHandMiddle2",

"RightHandIndex1","RightHand",

"RightHandIndex2","RightHandIndex1",

"RightHandIndex3","RightHandIndex2",

"RightHandThumb1","RightHand",

"RightHandThumb2","RightHandThumb1",

"RightHandThumb3","RightHandThumb2",

//Left lower side

"LeftUpLeg","Pelvis",

"LeftUpLegRoll","LeftUpLeg",

"LeftLeg","LeftUpLegRoll",

"LeftLegRoll","LeftLeg",

"LeftFoot","LeftLegRoll",

"LeftToeBase","LeftFoot",

//Right lower side

"RightUpLeg","Pelvis",

"RightUpLegRoll","RightUpLeg",

"RightLeg","RightUpLegRoll",

"RightLegRoll","RightLeg",

"RightFoot","RightLegRoll",

"RightToeBase","RightFoot"

};

pivotsModel="";

};

};

class CfgModels {

class Default {sectionsInherit="";sections[]={};skeletonName="";};

class ArmaMan : Default {

sections[]={"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","clan","clan_sign","Camo","CamoB"};

skeletonName = "OFP2_ManSkeleton";

};

class reload_prone : ArmaMan {};

class reload_crouched : ArmaMan {};

class reload_standing : ArmaMan {};

};

For each unbinarized .rtm anim file you have in the folder just specify it at the end of the 'model.cfg' in the anims folder.

Now, run BinPBO and... In your 'temp' output folder you'll notice now that there should be a <NameOfRTMFile>.rtm.dep and the .rtm will be a lot smaller as it's now binarized.

Cheers.

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