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Anyone still struggling to get clean skeleton renders in DayZ? If your ESP looks like a twisted pile of limbs after the latest 1.29 update, you are likely hitting the wrong bone indices or your segment connections are botched.
I managed to dump the updated block for the Enfusion engine. These are the verified global offsets and the specific bone IDs for both survivors and the infected. If you're building an external or internal, these should get your visual state back in order.
Global Engine Offsets
Skeleton & Bone Configuration
If you can render points but the "bones" aren't connecting correctly, verify against these ID maps. Note that infected use a slightly different structure compared to players.
Visual State & Animation Class
To properly translate these IDs into world space, ensure you're accessing the matrix array correctly via ANIMCLASS_MATRIXARRAY (0xBE8). If you're drawing from the top-down, the head offsets are usually 1.6 for players and 1.4 for the infected to account for the model scaling.
Is anyone else seeing issues with the pelvis index not aligning on certain modded server skins, or is it just the base models shifting? Drop your findings below.
I managed to dump the updated block for the Enfusion engine. These are the verified global offsets and the specific bone IDs for both survivors and the infected. If you're building an external or internal, these should get your visual state back in order.
Global Engine Offsets
Code:
ENTITY_OBJECTPTR = 0x180
OBJECT_CLEANNAMEPTR = 0x4F0
MODBASE_WORLD = 0x4263FE8
MODBASE_NETWORK = 0x100FBD0
WORLD_NEARENTLIST = 0xF48
WORLD_FARENTLIST = 0x1090
WORLD_SLOWENTLIST = 0x2010
WORLD_BULLETLIST = 0xE00
WORLD_CAMERA = 0x1B8
WORLD_EYEACCOM = 0x296C
WORLD_HOUR = 0x2978
WORLD_NOGRASS = 0xC00
WORLD_ITEMTABLE_OFFSET = 0x2060
WORLD_ITEMTABLE_CAPACITY = WORLD_ITEMTABLE_OFFSET + 0x8
WORLD_ITEMTABLE_SIZE = WORLD_ITEMTABLE_OFFSET + 0x10
CAMERA_VIEWMATRIX = 0x8
CAMERA_VIEWPROJECTION = 0xD0
CAMERA_VIEWPROJECTION2 = 0xDC
CAMERA_VIEWPORTMATRIX = 0x58
CAMERA_INVERTEDVIEWUP = 0x14
CAMERA_INVERTEDVIEWFORWARD = 0x20
CAMERA_INVERTEDVIEWTRANSL = 0x2C
VISUALSTATE_POSITION = CAMERA_INVERTEDVIEWTRANSL
HUMAN_VISUALSTATE = 0x1C8
HUMAN_HUMANTYPE = 0x180
HUMAN_INVENTORY = 0x650
ITEMINVENTORY_QUALITY = 0x194
DAYZPLAYER_SKELETON = 0x7E0
DAYZINFECTED_SKELETON = 0x670
DAYZPLAYER_NETWORKID = 0x6DC
DAYZPLAYER_NETWORKCLIENTPTR = 0x50
DAYZPLAYER_ISDEAD = 0xE2
DAYZPLAYER_INVENTORY = HUMAN_INVENTORY
AMMOTYPE_INITSPEED = 0x38C
ANIMCLASS_MATRIXARRAY = 0xBE8
SKELETON_ANIMCLASS1 = 0x118
HUMANTYPE_OBJECTNAME = 0x98
SCOREBOARDIDENTITY_NAME = 0xF8
SCOREBOARDIDENTITY_STEAMID = 0xA0
SCOREBOARDIDENTITY_NETWORKID = 0x30
Skeleton & Bone Configuration
If you can render points but the "bones" aren't connecting correctly, verify against these ID maps. Note that infected use a slightly different structure compared to players.
Player Bone IDs:
Infected (Zombie) Bone IDs:
Code:
PLAYER_BONE_IDS = {
"head": 24, "neck": 21, "spine2": 20, "spine1": 19, "pelvis": 0,
"left_shoulder": 61, "left_elbow": 63, "left_hand": 65,
"right_shoulder": 94, "right_elbow": 97, "right_hand": 99,
"left_hip": 1, "left_knee": 4, "left_foot": 6,
"right_hip": 9, "right_knee": 12, "right_foot": 14
}
Infected (Zombie) Bone IDs:
Code:
INFECTED_BONE_IDS = {
"head": 24, "spine": 19, "pelvis": 0,
"left_shoulder": 53, "left_elbow": 27, "left_hand": 29,
"right_shoulder": 56, "right_elbow": 59, "right_hand": 60,
"left_hip": 8, "left_knee": 10, "left_elbow_leg": 13, "left_foot": 14,
"right_hip": 1, "right_knee": 3, "right_elbow_leg": 6, "right_foot": 7
}
Visual State & Animation Class
To properly translate these IDs into world space, ensure you're accessing the matrix array correctly via ANIMCLASS_MATRIXARRAY (0xBE8). If you're drawing from the top-down, the head offsets are usually 1.6 for players and 1.4 for the infected to account for the model scaling.
- Verify SKELETON_OFFSET_PLAYER (0x7E0)
- Verify SKELETON_OFFSET_INFECTED (0x670)
- Ensure you're pulling from SKELETON_ANIMCLASS1 (0x118) before hitting the matrix pointer.
Is anyone else seeing issues with the pelvis index not aligning on certain modded server skins, or is it just the base models shifting? Drop your findings below.