Search found 31 matches
- Tue Jan 03, 2023 12:50 am
- Forum: ZModeler3 General discussion
- Topic: Animation tool resets position of objects when rearranging node hierarchy
- Replies: 3
- Views: 1173
Re: Animation tool resets position of objects when rearranging node hierarchy
It might be related to animation properties. It has an option "Relative to bind" and "World tracks". The first one makes animation tracks to record relative changes (relative to bind position) when it's on and absolute position/rotation when it's off. The second option is probab...
- Mon Jan 02, 2023 10:23 pm
- Forum: ZModeler3 General discussion
- Topic: Animation tool resets position of objects when rearranging node hierarchy
- Replies: 3
- Views: 1173
Animation tool resets position of objects when rearranging node hierarchy
When creating an animation, even if it only affects animation , moving any animated item in the hierarchy causes its position to be reset to have the same offset relative to the new parent dummy as the it had relative to the old parent dummy, instead of updating the position relative to the new pare...
- Mon Jan 02, 2023 10:05 pm
- Forum: ZModeler3 General discussion
- Topic: Rotation affects LODs inconsistently, especially with Undo
- Replies: 3
- Views: 963
Re: Rotation affects LODs inconsistently, especially with Undo
It looks like the issue is with update after undo/redo on compound objects. The object is not messed actually when you undo, just switch to vertices mode and back to object mode, you will see everything is actually fine. The compound object seems not to update properly its build-in nodes when undo ...
- Sun Jan 01, 2023 3:17 pm
- Forum: ZModeler3 General discussion
- Topic: Rotation affects LODs inconsistently, especially with Undo
- Replies: 3
- Views: 963
Rotation affects LODs inconsistently, especially with Undo
If you use the rotate tool on object level with an object with LODs, it sometimes affects only the selected LOD, and sometimes affects other LODs. When you click undo, it always only applies the undo on the currently visible LOD. As a result, it is very easy to mess up a model when using the rotate ...
- Tue Mar 01, 2022 10:55 pm
- Forum: Grand Theft Auto V
- Topic: Can you make a boat with doors?
- Replies: 1
- Views: 762
Re: Can you make a boat with doors?
Boats do not support doors
- Sun Oct 25, 2020 8:24 pm
- Forum: Grand Theft Auto V
- Topic: Missing cloth shaders
- Replies: 0
- Views: 1202
Missing cloth shaders
None of the cloth shaders appear under the shader selection menu in the material editor, they can only be used by importing manually.
Furthermore, props with shader cloth_normal_spec_tnt cannot be exported. This shader is available on props like prop_skid_tent_01.yft.
Furthermore, props with shader cloth_normal_spec_tnt cannot be exported. This shader is available on props like prop_skid_tent_01.yft.
- Sun Oct 25, 2020 8:10 pm
- Forum: ZModeler3 General discussion
- Topic: User-defined properties on closed COL groups not saving
- Replies: 1
- Views: 2235
User-defined properties on closed COL groups not saving
ZModeler3 has an issue where user-defined properties defined on a closed COL group are lost when saving and reopening the z3d file. To quickly reproduce this issue, import the prop prop_parasol_02 , then view the user-defined properties on the node Paral_02_top [COL] : just-after-import.PNG Save the...
- Thu Sep 10, 2020 7:54 pm
- Forum: Tech support (forum, account, licenses)
- Topic: Can't rotate viewport using Alt+Middle Click
- Replies: 2
- Views: 1794
Re: Can't rotate viewport using Alt+Middle Click
Silly me. Had been a while since I used zmodeler and I had been using other 3D software where you rotate by clicking the scroll button. Thanks for the reminder.
- Thu Aug 27, 2020 8:09 pm
- Forum: Tech support (forum, account, licenses)
- Topic: Can't rotate viewport using Alt+Middle Click
- Replies: 2
- Views: 1794
Can't rotate viewport using Alt+Middle Click
I haven't opened zmodeler in a while, and now I can no longer rotate 3D or Perspective viewports by holding Alt + Middle Click. My middle click works (I can still pan) and my alt key works (I can press Ctrl+Alt+Del), but zmod won't recognize them to rotate.
- Mon Apr 20, 2020 9:24 pm
- Forum: Grand Theft Auto V
- Topic: "Show" not working on hidden vertices/polygons
- Replies: 3
- Views: 1544
Re: "Show" not working on hidden vertices/polygons
This still happens intermittently. How is the "Show" button supposed to work? Could you add a "show all" button for poly/vertex mode which always just shows everything regardless of selection status?
- Mon Mar 09, 2020 12:27 pm
- Forum: Grand Theft Auto V
- Topic: Max Number of Non ELS Sirens
- Replies: 5
- Views: 2039
Re: Max Number of Non ELS Sirens
The game is hard coded to a limit of 20 sirens.
- Mon Mar 09, 2020 12:06 pm
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1875
- Views: 896395
Re: Report Import/Export bugs here
You should save your work as .z3d file, do not rely on re-importing your models. If you have downloaded some mod from the web, it might happen the file is corrupt and will not get loaded. ZModeler should be able to import original game models and .yft files created by ZModeler with no updates. In p...
- Sat Feb 22, 2020 9:08 pm
- Forum: Tech support (forum, account, licenses)
- Topic: Can't post in general discussion forum
- Replies: 5
- Views: 2921
Re: Can't post in general discussion forum
I have tried logging out and back in, and still cannot post in that forum.Oleg wrote:You should probably log out at forum and log in again.
- Tue Feb 18, 2020 12:21 am
- Forum: Tech support (forum, account, licenses)
- Topic: Can't post in general discussion forum
- Replies: 5
- Views: 2921
Re: Can't post in general discussion forum
Your forum username is not linked to your ZModeler3 web account. Clear all private messages (inbox, outbox, saved, deleted) and bind your forum username with your ZModeler2 account on "Settings" page in web account. There is nothing about binding to forum in the settings page of my web ac...
- Mon Feb 17, 2020 10:30 pm
- Forum: Tech support (forum, account, licenses)
- Topic: Can't post in general discussion forum
- Replies: 5
- Views: 2921
Can't post in general discussion forum
When I go to the General Discussion forum the "New Topic" button is not there. In every other forum the button is there. Why can't I post to that forum?
It looks like it might be because I am not a member of the ZM3 users group, but I have an active license.
It looks like it might be because I am not a member of the ZM3 users group, but I have an active license.
- Mon Jan 20, 2020 9:19 pm
- Forum: Grand Theft Auto V
- Topic: "Show" not working on hidden vertices/polygons
- Replies: 3
- Views: 1544
"Show" not working on hidden vertices/polygons
I've noticed that sometimes the Show button on the Display tab does not work if I have hidden vertices or polygons. I enter vertex or polygon mode on the part with the hidden polys/vertices, and hitting Show does not do anything, regardless of what is selected.
- Fri Nov 23, 2018 12:08 pm
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1875
- Views: 896395
Re: Report Import/Export bugs here
It appears that importing two models, a _hi.yft model and a regular .yft model, at the same time, with "split to parts" unchecked and "combine with existing models" checked, can result in L0 getting messed up. I'm not exactly sure what is wrong with it, but vertices are in the wr...
- Tue Mar 20, 2018 2:50 pm
- Forum: Site news and events
- Topic: GTA5: Cloth-simulated meshes
- Replies: 64
- Views: 69853
Re: GTA5: Cloth-simulated meshes
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 disapp...
- Mon Mar 19, 2018 5:52 am
- Forum: Site news and events
- Topic: GTA5: Cloth-simulated meshes
- Replies: 64
- Views: 69853
Re: GTA5: Cloth-simulated meshes
Even at very low elasticity like 0.0001 it still seems to stretch the same amount.Oleg wrote:if i'm not mistaken, the first parameter (elasticity?) should be very small value like 0.0005 to prevent excessive stretch.
- Sun Mar 18, 2018 7:16 pm
- Forum: Site news and events
- Topic: GTA5: Cloth-simulated meshes
- Replies: 64
- Views: 69853
Re: GTA5: Cloth-simulated meshes
Oleg, do you have any idea which parameter (if any) might control how far the cloth can stretch? I've noticed that with very large cloth pieces, they will bend very far, and it seems to bend the same amount regardless of any options which I apply. Perhaps it's related also to the number of polygons?
- Thu Mar 15, 2018 1:27 pm
- Forum: Site news and events
- Topic: GTA5: Cloth-simulated meshes
- Replies: 64
- Views: 69853
Re: GTA5: Cloth-simulated meshes
Did some more testing recently and made a new mesh that I applied cloth settings to. Discovered that some combinations of the values in User Defined Options on a .cloth node result in the cloth being completely invisible in game. When I import cloth-only props, they only appear about half of the opt...
- Mon Mar 12, 2018 11:49 pm
- Forum: Site news and events
- Topic: GTA5: Cloth-simulated meshes
- Replies: 64
- Views: 69853
Re: GTA5: Cloth-simulated meshes
I haven't tried making an entirely new cloth-only model yet, only editing existing ones. In testing with the flag props and with vb_28_tape.yft in both cases nothing spawned at all when I just exported it even without changes. I was finally able to get custom cloth working in a prop by using the str...
- Mon Mar 12, 2018 9:50 pm
- Forum: Site news and events
- Topic: GTA5: Cloth-simulated meshes
- Replies: 64
- Views: 69853
Re: GTA5: Cloth-simulated meshes
It looks like the problem with exporting cloth props may be related specifically to exporting materials which adapt cloth_spec_cutout. I'm still experimenting, but I imported a mesh from a cloth-only model and replaced the .cloth object on a model with non-cloth and cloth parts. It would spawn in ga...
- Fri Mar 09, 2018 8:04 pm
- Forum: Site news and events
- Topic: GTA5: Cloth-simulated meshes
- Replies: 64
- Views: 69853
Re: GTA5: Cloth-simulated meshes
@carloxfranco, I've checked flag_us models, they contain LODs for geometry and LODs for cloths too. These are importable now, but can't be exported, as lods transition (additional cloth-specific data) requires extra research. You can remove lods from .mesh and from .cloth objects to make it exporta...
- Tue Feb 27, 2018 6:23 am
- Forum: Grand Theft Auto V
- Topic: [SOLVED] Collision problem
- Replies: 44
- Views: 21970
Re: Collision problem
Yes, this was tested after installing the new update. I installed the update, restarted zmod, and imported/exported the titan and the tug, each without any changes at all. Both have the issue still. Tried with both 32-bit and 64-bit zmod 3.2.0.