GTA5: Cloth-simulated meshes

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Expand view Topic review: GTA5: Cloth-simulated meshes

Re: GTA5: Cloth-simulated meshes

by Bonairo » Sat Jun 10, 2023 5:58 am

Gotten cloth working for a while all the clothing works reacts to wind and stuff but now I'm facing a bigger issue. a lot of the times when I equip the clothing the game crashes and sometimes it doesn't does anyone know why it would be crashing?

Re: GTA5: Cloth-simulated meshes

by Oleg » Fri Mar 31, 2023 9:37 am

this is the secondary vertices color that should be set to black. Use Surface\Paint\Color tool with "Secondary RGB" set in options of Surface\Paint branch and black color set in "Color" tool's options.

Re: GTA5: Cloth-simulated meshes

by Boairo » Fri Mar 31, 2023 8:48 am

Ok so i figured out the cloth thing but the only thing now that i dont know how to do is get rid of the material wind effect that causes the entire piece of clothing to shake. I know how to do it in 3ds max but whenever i export form zmodeler it re applies it

Re: GTA5: Cloth-simulated meshes

by Oleg » Thu Mar 30, 2023 1:56 am

I don't remember this all stuff quite well, but there were video guides on youtube. make sure to follow them precisely.

also I advise to practice on original cloth-simluated model as a beginning.

finally, there are some specific settings to toggle in metadata file to enable ped cloth physics simulation on a model.

Re: GTA5: Cloth-simulated meshes

by Boairo » Wed Mar 29, 2023 3:40 pm

I am using static points and the material ped_cloth

Re: GTA5: Cloth-simulated meshes

by Oleg » Wed Mar 29, 2023 3:28 pm

may be the cloth falls through the ground? have you set static points? have you used ped_cloth shader?

Re: GTA5: Cloth-simulated meshes

by Boairo » Wed Mar 29, 2023 3:23 pm

When i assign vertices to be affected by the cloth and load it in game those vertices are invisible what am i doing wrong

Re: GTA5: Cloth-simulated meshes

by Oleg » Thu Jul 14, 2022 4:44 am

Mentossini wrote: Wed Jul 13, 2022 5:36 am Привет. А что по поводу коллизии у .cloth мешей - обновлений нет? Сделал флаг на основе одного из существующих в GTA 5, коллизия от педов/автомобилей вроде как работает. Но вот сквозь стены флаг проходит, что довольно забавно.
В коллизиях .cloth есть дополнительные данные что-то вроде ограничительных плоскостей - когда .cloth (например, баннер) висит на стене. эти коллизии не объектами (боксами) представлены, а по-другому. я, к сожалению, с этим не разобрался.

Re: GTA5: Cloth-simulated meshes

by Mentossini » Wed Jul 13, 2022 5:36 am

Привет. А что по поводу коллизии у .cloth мешей - обновлений нет? Сделал флаг на основе одного из существующих в GTA 5, коллизия от педов/автомобилей вроде как работает. Но вот сквозь стены флаг проходит, что довольно забавно.

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

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