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#1 Posted at 2014-04-21 01:45        
     
okay, i've found out how oxygen 2 works now, sort of.

so I'm going to go ahead and greenlight this, I know Icewindo already did a couple of female mods, but this is my own take.

as it stands, there is one partially working head, there are no animations to it, as the facial structure will mess up if the bones are added, but the head moves, and with the player model, I'll probably make the eyes move at least, right now they are collapsed to the rest of the head for testing purposes.

there will 4 heads available (asian, black, hispanic, and white) and there will also be two variants of each female head, one designed for situations where the player will not be wearing a helmet, and another which is headgear friendly, very much like the Arma 2 female mod.

as it stands, the faces work okay with glasses, and work very well with SP pack/US pack gear, the model needs finalizing, with some more skin added to the lower neck, so it doesn't look like a floating head. but under the neck shemaghs in the hidden identity pack, you can barely tell.



(helmet: US pack, female body: Ice's Female mod, DSR-1: sniper pack, neck shemagh: hidden identity pack)
all original models were created in Autodesk character generator and modified later in 3dsm 2012 (ed version)

once its finished up, I'll supply unbinarized .p3d files for people to tweak if they want to.

hope you like it, I'll release a testing .pbo when I'm happy that the model works as expected on my PC.

This post was edited by Zeealex (2014-04-21 02:02, ago)

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#2 Posted at 2014-04-22 03:59        
     
updated the rig on a new model to allow for eye movement, and skinned the lower area of the neck to the spine3 bone, so the entire model doesn't move when you turn your head. the neck has also been lengthened so the model fits the body.

eyewear also fits flawlessly on this model.



there appears to be less detail on this one than on the previous model, i'll need to check the generator settings again. but the original model will be re-rigged anyway.

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#3 Posted at 2014-04-24 13:28        
     
It's going on very well! So as far as I see, you can not just simply open A2 fem models with Ox2 and make then A3 soldiers... It's something I never understood from A3, why it gives many problems when porting models


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#4 Posted at 2014-04-26 00:57        
     
yep, it's just a little fiddly, you have to remove the A2 technical LODs etc and reassign the injury points, it gets annoying after while.
but i've got a takistani woman civilian model working (except for the hands, they are too far back) and a custom female body model as well.

tak_woman:


custom model (uses OA baker's hoody):



i will be replacing the hands at some point or another. right now I'm just making sure the body is as good as I'm going to get it.

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#5 Posted at 2014-04-26 09:23        
     
Great job keep it up

I have had problems with hands in the past , my conclusion was there was something like IK curves configged as a default or hardcoded , I hope you can find or fix this , I talk about when hands are scaled down or up in the model here of course .
I found a temporary dirty fix which was to put a custom gesture with a loop on it which is poor but typical of what we must do with poor info from bis I also had to make new gun holding anims .I tried skeletonpivots change and new cfgmoves cfg but alas it all became too far for my commitment , especialky when latest tool upgrade broke all my previous work pipeline .
For the head if you weight , I noticed in the new tools there is a folder fbxtortm , in there are lots of max filesand p3d that will help you I believe ;)

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#6 Posted at 2014-04-26 21:38        
     
right, so it's the IK curves, i wonder if there's a way to import P3d files to 3ds... but so long as i know what's up, that's the main thing i would say "oh yeah, I'll just leave the hands static for the civilians" but that doesn't seem like a viable option either.
it would be nice if there were more reference files and tutorials from BIS to go from, but i suppose it's the old "adapt, improvise and overcome" here.
deanosbeano:
I tried skeletonpivots change and new cfgmoves cfg but alas it all became too far for my commitment , especialky when latest tool upgrade broke all my previous work pipeline .
man, that sucks dude, I'm sorry.

thanks for the pointer there, there's a good female skeleton file there that i might put to good use, and then there's the head model! woop! thanks a bunch, at least i have a proper reference now, rather than guesswork XD

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#7 Posted at 2014-04-30 00:17        
     
Facial weighting tests on an incomplete facial rig were conducted not long ago result is here:
http://youtu.be/ZEDybwxglrE

work has begun on the NATO soldier gear, so far a rough base has been put down.



because at the moment, the uniform only utilizes less than 4,000 polys, it will be heavily modified over the course of the next few weeks to look more like the NATO crye precision gear, if not, FROG is certainly a possibility.

if you have any ideas, comments whatever let me know.

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#8 Posted at 2014-04-30 10:30        
     
Hi ! Im a girl and i play Arma ! What you're doing is really good and i hope you'll continue ! Greatings


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#9 Posted at 2014-04-30 13:33        
     
# cricridusud : Hi ! Im a girl and i play Arma ! What you're doing is really good and i hope you'll continue ! Greatings
wohoo! I'm not the only one! :D I’m actually surprised at how many women play this game, you have taste! :D thank you for the kind words :)

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#10 Posted at 2014-04-30 21:25        
     
Great Progress :)
maybe with face you can simplify , IIRC there is a skeleton desctription in either class CfgMimics or class faces , possible you can create a simplified version and set of mimics .

Keep up the good work

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#11 Posted at 2014-04-30 21:39        
     
thanks! :)
so, i can simplify the facial skeleton and the mimic will take over? or am i misunderstanding Mimics? sorry I'm still quite new to all of this XD

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#12 Posted at 2014-04-30 23:17        
     
You will have to forgive the vagueness sorry its been a while since I messed with faces
In a short description , I used to only weight certain bones such ax the brows and such , if you look at the mimics they only use psuedo ik curves on about 6 bones , all the others I would simply copy the verts and paste them , this way the engine would accept the bones were in the model and play anim .rtms that were more complex with jaw tongue etc etc and not complain , and because the cheated bones were not faces they didnt show .
I guess looking at your progress you will probably be aiming higher and weight the full set of bones tho :)

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#13 Posted at 2014-04-30 23:24        
     
deanosbeano:
I guess looking at your progress you will probably be aiming higher and weight the full set of bones tho :)
I'll mess around with the mimics system nevertheless, thanks for the pointer, it sounds like an awesome trick! I really appreciate it :)

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#14 Posted at 2014-05-03 14:49        
     
No problem its great to see such progression .
Some advice beware of trying to please others with variants before you get your own vision down as a stable foundation , many a person ended up with a mess of many and lost heart trying to debug a few variants rather than 1 ;)

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#15 Posted at 2014-05-03 17:48        
     
yeah, i've started to back off from implementing the requests for now, i've noticed some of the interesting and more possible ones, but I need to perfect what's currently there. before i carry on.

just a breakdown of what's there currently:
Two Female Heads, Oakes and Mason
A female PMC body model,
A female NATO gear setup
Oakley SI assault glove model.

All assets work but need altering:

Female heads need texture changes, normal and spec maps need to be created and added.
The PMC body needs to be re-rigged, new hands and new textures need to be added.
The NATO gear needs a new updated torso (already done) adding with a new rig.
Oakley SI assault glove UV maps need changing (I was originally going to texture as part of the uniform but decided against it and forgot to reset the UVW map) and the model needs to be tessellated for more precise weights.

i think that needs doing before any voice packs, any new heads and any new body models are ported in.

speaking of voice packs, i can't seem to get the dubbing .pbo files to open so i can't get the OA female voices or the structure of the config without them. it's probably their file size, i'm going to try a different .pbo extractor.

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