If you want to make the correct limb, in order you need to do the following four steps.
1. set the entire right-hand smoothing group to 5.

2. the joint faces (internal faces) of the upper arm are set to 5+32

3. Forearm and hand set at 5+6

4. Set the joint faces of the Forearm to 6+32 and cancel 5

There are other parts that require similar setups, as well as the assignment of injury areas to skin groups. I admit that this is a more difficult process. When that is done, your model will be as perfect as the original model.

RAS specifies the skeleton number for the human model. 0 is the center, but the smoothing group has no 0, so it counts from 1.
These numbers correspond to areas of injury, but do not apply to severed limbs.
For example, char.SeverLimb(1) is the severed head, 2 is the entire left hand, 3 is the left forearm. 4 is the entire right hand, and 5 is the right forearm...etc. You need to use the original characters in the game to test this.
Code: Select all
Center : 0
Chest : 1
Head : 2
R_Shoulder : 3
R_Arm : 4
R_Elbow : 5
R_Forearm : 6
R_Wrist : 7
R_Hand : 8
L_Shoulder : 9
L_Arm : 10
L_Elbow : 11
L_Forearm : 12
L_Wrist : 13
L_Hand : 14
R_Ass : 15
R_Leg : 16
R_Knee : 17
R_Boot : 18
R_Foot : 19
L_Ass : 20
L_Leg : 21
L_Knee : 22
L_Boot : 23
L_Foot : 24