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ha ha ha This guy is trying to mod everything :rofl:

Easier than fixed gun...

OK I don't know the "correct" way to do it, but... this works for me.

Make a head attachment so it faces the sky, as if the soldier is lying on his back.

Move the attachment until it's about near the (0,0,0) in Max.

The in top view add the helper point named ^HeadPoint.

Imagine where the soldier's eyes are, and plant the helper between his eyes.

Group the attachment with the helper and Export as .QOB file.

Troubleshooting:

"I see nothing!"

1. Maybe the head gear is the size of a building. Check the export settings.

2. For some reason, my head attachments don't appear ib GR maps, but appear in DS and IT maps. :blink:

Edited by The Worm
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Are you sure that I don't need to group helper with model?

DuH! Stupid me, yes group together (post edited)

Heh! :) And what's the group name?

It's interesting... but we don't need to group anything... I made all the work by moving and rotating model and checkin' out it's position in game... Once I made this, and now have a good example for the other models.. :rocky::thumbsup:

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One very easy way to make sure the model ends up in the right position is to merge it in with an already skinned character (character with the bones attached) and moving it untill it sits perfectly on the characters head. Then you create the helperpoint and using the align tool you align the helperpoint to the bones headbone. You can now delete the character and bones only leaving the headattachments mesh and helperpoint.

Then first link the attachments mesh to the helperpoint (important!) and then move the helperpoint to the origin (0,0,0). Rotate it to face up in the scene and when you export you should have a perfectly fitting attachment.

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