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arma2:config:pilot_proxy_rtm [2010-08-11 06:39] snakeman added rtm tutorial header. |
arma2:config:pilot_proxy_rtm [2015-08-22 01:35] (current) |
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* This doesn't create a new proxy in O2/Buldozer, only finally in-game. For proxy to O2, check [[arma:modeling:proxy#pilot_proxy_visible_in_buldozer|this]]. | * This doesn't create a new proxy in O2/Buldozer, only finally in-game. For proxy to O2, check [[arma:modeling:proxy#pilot_proxy_visible_in_buldozer|this]]. | ||
* To create your own .rtm, check out the BIS proxies and select the one as base which already comes close to what you need. For example AH1Z Pilot. | * To create your own .rtm, check out the BIS proxies and select the one as base which already comes close to what you need. For example AH1Z Pilot. | ||
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- | Greetings for Myke and GNat [[http://forums.bistudio.com/showthread.php?t=104877|discussion]] for this tutorial! | ||
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The below method works for ArmA 2 and Operation Arrowhead even with the ArmA 1 skeleton. You can use the released ArmA 2 skeleton in a similar fashion, but it has a few quirks that make it more difficult to use - namely the 'local axis' wont automatically reposition itself to the joint when you select a bone. Best to use the ArmA 1 skeleton. | The below method works for ArmA 2 and Operation Arrowhead even with the ArmA 1 skeleton. You can use the released ArmA 2 skeleton in a similar fashion, but it has a few quirks that make it more difficult to use - namely the 'local axis' wont automatically reposition itself to the joint when you select a bone. Best to use the ArmA 1 skeleton. | ||
- | For ArmA2/OA specific weapon hand animation RTMs require a different setup to get them to work, check [[http://forums.bistudio.com/showthread.php?t=87052|this forum post]]. | + | For ArmA2/OA specific weapon hand animation RTMs require a different setup to get them to work. |
First Needs: | First Needs: |