GTA5: Cloth-simulated meshes

Post a reply

Smilies
:D :) :( :o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :!: :?: :idea: :arrow: :| :mrgreen:

BBCode is ON
[img] is ON
[flash] is OFF
[url] is ON
Smilies are ON

Topic review
   

Expand view Topic review: GTA5: Cloth-simulated meshes

Re: GTA5: Cloth-simulated meshes

by GE16 » Sat Dec 26, 2020 10:28 am

hi im pretty new to this thing so i upload the yft of the flags and move it to the pole, then when i export it the flags move did i do something wrong, or someone can give more indepth tutorial of this please :D

Re: GTA5: Cloth-simulated meshes

by quechus13 » Fri Oct 04, 2019 11:00 pm

Oleg wrote:yes, you should remove COLs before exporting .yft file (in general, you do not need to alter .yft file, editing .ydd and .yld is enough).

Concerning the wind effect direction when riding a bike or a car, it seems to be somehow coded in game, I have very the same issue on just every edited ped and this direction does work properly from time to time: for example if player falls from the bike, the next time you pick it up for a ride, wind will work fine; if you jump off and catch it up for a third ride, wind effect will be wrong again.

I've tried to check the same scenario on original non-edited models (cs_bride and Michael's suit) and noticed the same bug.

P.S. this seems like the game has some script-related issue, as when original model with cloth jumps to the bike, the cloth physics seems to be reset (it is visible when cloth straightens for a moment before starts to simulate cloth physics again).
Well at least cloth works now haha, have you thought about implementing fur? like the dog has, I think it was the pug that has that shader.
Would be awesome to experiment with that.

Re: GTA5: Cloth-simulated meshes

by Oleg » Fri Oct 04, 2019 9:22 pm

yes, you should remove COLs before exporting .yft file (in general, you do not need to alter .yft file, editing .ydd and .yld is enough).

Concerning the wind effect direction when riding a bike or a car, it seems to be somehow coded in game, I have very the same issue on just every edited ped and this direction does work properly from time to time: for example if player falls from the bike, the next time you pick it up for a ride, wind will work fine; if you jump off and catch it up for a third ride, wind effect will be wrong again.

I've tried to check the same scenario on original non-edited models (cs_bride and Michael's suit) and noticed the same bug.

P.S. this seems like the game has some script-related issue, as when original model with cloth jumps to the bike, the cloth physics seems to be reset (it is visible when cloth straightens for a moment before starts to simulate cloth physics again).

Re: GTA5: Cloth-simulated meshes

by quechus13 » Fri Oct 04, 2019 3:19 pm

Oleg wrote:how do you test ragdoll physics in game? the .yft file with cloth does not contain physics data if I'm not mistaken.

Have you used original .yft file or an exported one? does your scene hierarchy include collision volumes for cloth? if it does, remove these collisions and make an export of .yft file again - does it solve the problem?

well i removed the COL files and the ragdoll came back working fine.
Is there a way to make proper COL files?

Also the cloth seems to behave weird like the wind makes the cloth go the opposite way when riding a bike or running

Re: GTA5: Cloth-simulated meshes

by Oleg » Thu Oct 03, 2019 9:01 am

how do you test ragdoll physics in game? the .yft file with cloth does not contain physics data if I'm not mistaken.

Have you used original .yft file or an exported one? does your scene hierarchy include collision volumes for cloth? if it does, remove these collisions and make an export of .yft file again - does it solve the problem?

Re: GTA5: Cloth-simulated meshes

by quechus13 » Wed Oct 02, 2019 10:04 pm

Hi!
I got cloth working on a ped now, but now the problem is that, the ped no longer has ragdoll physics ingame.
Is there something I did wrong? Thanks!

Re: GTA5: Cloth-simulated meshes

by Oleg » Wed Sep 18, 2019 8:55 am

when you toggle wind on/off via trainer, do you see any effect on a cloth?
also, you should import any original model with cloth to check default values, start from default values in user-defined options, as these are well-configured; then you can change them slightly. I could be wrong, your "response" value looks not OK to me.

Re: GTA5: Cloth-simulated meshes

by Kwabzmodding » Wed Sep 11, 2019 9:07 am

Re: GTA5: Cloth-simulated meshes

by Kwabzmodding » Wed Sep 11, 2019 9:06 am

[img]<blockquote%20class="imgur-embed-pub"%20lang="en"%20data-id="a/CWunSz3"><a%20href="//imgur.com/a/CWunSz3"></a></blockquote><script%20async%20src="//s.imgur.com/min/embed.js"%20charset="utf-8"></script>[/img]

any reason why my cloth comes out flat and unresponsive to the wind?

Re: GTA5: Cloth-simulated meshes

by Kwabzmodding » Wed Sep 11, 2019 7:26 am

managed to figure out that the numbers weren't showing on import because i didnt assign all the levels to the verts, but even though now they are showing on import they are not responding to the wind in game the cloth still remains stationary and when i do increase the response it just flys directly upwards

Re: GTA5: Cloth-simulated meshes

by Kwabzmodding » Mon Sep 09, 2019 3:48 pm

Oleg wrote:well, yes, this could be the cause too.

Just in case anyone else needs a solution:
any object you want to be rigged should have Rigging and Max bones = 4 on properties->mesh->vertices->format.
i figured out how to apply cloth physics to addon peds, but for some reason when i export and import the some of the numbers for the user defined properties like freedom and response have been removed, make the cloth react less to the wind in certain directions,

for example on export i would have the properties for freedom at "0, 0.20, 0.35, 0.50, 0.75, 1" and on import when i want to check them it is "0, 0.75, 1", response could also be "0.0010, 0.0009" but on import it would turn into just " 0.001" could you please help me with why some of the values are being removed.

Re: GTA5: Cloth-simulated meshes

by Oleg » Sun Sep 08, 2019 4:20 am

well, yes, this could be the cause too.

Just in case anyone else needs a solution:
any object you want to be rigged should have Rigging and Max bones = 4 on properties->mesh->vertices->format.

Re: GTA5: Cloth-simulated meshes

by Kwabzmodding » Sun Sep 08, 2019 1:28 am

Oleg wrote:Binded ".cloth" and ".skel".
is a correct message.
Make sure .cloth object is located in .global branch.
Thanks and turns out it was the properties in the mesh i was trying to bind and copy weights to, looks like i didnt turn on rigging or assign the amount of bones it could be rigged to.

Re: GTA5: Cloth-simulated meshes

by Oleg » Sat Sep 07, 2019 8:32 pm

Binded ".cloth" and ".skel".
is a correct message.
Make sure .cloth object is located in .global branch.

Re: GTA5: Cloth-simulated meshes

by Kwabzmodding » Sat Sep 07, 2019 11:46 am

Oleg wrote:is this an import error or an export error? do you get this on your own model or on original model?

This error appears when cloth geometry is inconsistent - has no vertices or polygons or not bound to a skeleton. Ensure your .cloth is bind to .skel and has influence painted on cloth vertices. You can paint influence of bones that affect "static" points only, as the rest can be cloth-simulated with no skeleton/bones affection.
was experimenting by moving the skelton around turns out its not binded or conncted to the skelton but whenever i try to bing the cloth mesh to the skelton is shows me this

"(null)" is already bind to marked skeleton. Hide old skeleton, mark new skeleton to rebind with automatic weight remapping.
Binded ".cloth" and ".skel".

Re: GTA5: Cloth-simulated meshes

by Kwabzmodding » Sat Sep 07, 2019 10:56 am

@Oleg
this is an import error, that seems to come from my cloth not exporting properly, when i try to paint the verts i want to be static, it says .cloth node has no color in vertex format

Re: GTA5: Cloth-simulated meshes

by Oleg » Sat Sep 07, 2019 9:26 am

is this an import error or an export error? do you get this on your own model or on original model?

This error appears when cloth geometry is inconsistent - has no vertices or polygons or not bound to a skeleton. Ensure your .cloth is bind to .skel and has influence painted on cloth vertices. You can paint influence of bones that affect "static" points only, as the rest can be cloth-simulated with no skeleton/bones affection.

Re: GTA5: Cloth-simulated meshes

by Kwabzmodding » Thu Sep 05, 2019 2:08 pm

The error coming up is "Inconsitent setup in cloth data on component "uppr_000_u". Cloth simulation is not applied.
"
do you have any suggestions as how to resolve this issue

Re: GTA5: Cloth-simulated meshes

by Oleg » Wed Dec 05, 2018 7:59 am

if i'm not mistaken, it comes as a regular mesh in the same file, and the flag goes as .cloth object. toggle L0, L1 buttons, flag pole might be there.

Re: GTA5: Cloth-simulated meshes

by oggy » Tue Dec 04, 2018 10:31 pm

Oleg wrote:I can't remind and exact location, but it is in "roof tops" RPF file named flag_us.yft
The particular model and cloth model was remodelled (Create/Surface/Grid) with higher poly count for better look, original texture and cloth parameters were used.
I found the flag but i couldnt find the pole if you could help me with that i'd appreciate it.

Thanks.

Re: GTA5: Cloth-simulated meshes

by Oleg » Mon Dec 03, 2018 5:37 am

I can't remind and exact location, but it is in "roof tops" RPF file named flag_us.yft
The particular model and cloth model was remodelled (Create/Surface/Grid) with higher poly count for better look, original texture and cloth parameters were used.

Re: GTA5: Cloth-simulated meshes

by oggy » Sun Dec 02, 2018 1:22 am

I want this flag where can i find it?

Re: GTA5: Cloth-simulated meshes

by Oleg » Sun May 27, 2018 3:07 pm

I've made a video guide on player/ped cloth models:
Se1M7xfdDfc

Re: GTA5: Cloth-simulated meshes

by Oleg » Thu Apr 05, 2018 9:42 am

1. Export warning added on missing static points.
2. The particular issue with cloth shaders mentioned above is solved (only normal-mapped cloths were working, now any cloth shader should work fine).

Re: GTA5: Cloth-simulated meshes

by pnwparksfan » Tue Mar 20, 2018 2:50 pm

Would it be possible for you to check when exporting cloth objects, and if no vertices have a static point, warn the user? On a couple occasions I've accidentally forgotten to set or accidentally deleted all of the static vertices. Then when I got in game I was of course confused why my cloth disappeared! A warning on export would help prevent these sorts of mistakes.

Top