Search found 10 matches
- Mon Sep 19, 2022 8:19 am
- Forum: Grand Theft Auto V
- Topic: GTA5: Animation files (YCD)
- Replies: 35
- Views: 26991
Re: GTA5: Animation files (YCD)
Seem pretty clear for. I mean, insteed of animating a 3d part whe animate a texture. I got a new question. I've made an animation from scratch an everything work well. But a struggled with making COLISION move with my 3d part. The collision linked to the 3d moving part seem to be ignore by the game,...
- Tue Aug 30, 2022 9:13 am
- Forum: Grand Theft Auto V
- Topic: GTA5: Animation files (YCD)
- Replies: 35
- Views: 26991
Re: GTA5: Animation files (YCD)
Hi Oleg.
Is there a way to create a UV animation thank to zmodeler.
I've tried several thing, but unfortunately nothing has worked.
thanks!
Is there a way to create a UV animation thank to zmodeler.
I've tried several thing, but unfortunately nothing has worked.
thanks!
- Mon Dec 20, 2021 11:21 pm
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1890
- Views: 1134007
Re: Report Import/Export bugs here
Hello
So i tried to make a ycd, in zmodeler the animation look great.I exporte it as ycd and add some line in my vehicles.meta.
But there an issues, in fact only rotation are working but in need rotation and translation movement at the same time.
Thanks.
So i tried to make a ycd, in zmodeler the animation look great.I exporte it as ycd and add some line in my vehicles.meta.
But there an issues, in fact only rotation are working but in need rotation and translation movement at the same time.
Thanks.
- Mon Nov 29, 2021 8:34 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1890
- Views: 1134007
Re: Report Import/Export bugs here
Not a bug but a simple question
Why zmodeler triangulate face when exporting .yft, there is a way to disable this feature ? does it necessary for gta or .yft file ?
Why zmodeler triangulate face when exporting .yft, there is a way to disable this feature ? does it necessary for gta or .yft file ?
- Fri Nov 12, 2021 8:33 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1890
- Views: 1134007
Re: Report Import/Export bugs here
Ok so i finally find the solution.
I always triangulate my 3d model before exporting from blender.
So I have tried without triangulation, and the vertice split issue is now solve.
I always triangulate my 3d model before exporting from blender.
So I have tried without triangulation, and the vertice split issue is now solve.
- Fri Nov 12, 2021 8:07 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1890
- Views: 1134007
Re: Report Import/Export bugs here
OK so I have tried your suggestion but it doesn't work.
I would just like to know why vertices splide when importing a .obj exported from blender? (i do not use .obj but i have tried to exporte my model to obj and vertice are duplicated in Zmod)
I would just like to know why vertices splide when importing a .obj exported from blender? (i do not use .obj but i have tried to exporte my model to obj and vertice are duplicated in Zmod)
- Thu Nov 11, 2021 9:28 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1890
- Views: 1134007
Re: Report Import/Export bugs here
The issue
- Thu Nov 11, 2021 9:26 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1890
- Views: 1134007
Re: Report Import/Export bugs here
I do not have any problem from zmodeler ton blender, i know this issues and it is for this reason that now i only use .fbx
- Thu Nov 11, 2021 8:48 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1890
- Views: 1134007
Re: Report Import/Export bugs here
But what I don't understand is why my vertices count is higher on my .yft than on my zmodeler
- Thu Nov 11, 2021 7:55 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1890
- Views: 1134007
Re: Report Import/Export bugs here
Hi everyone I am facing a big problem when exporting a vehicle. The vehicle was fully modeled by myself by using Blender, then imported it to ZM in .fbx ( obj provide a bad management of vertices). Fully converted the vehicle is taking about 365k vertices and 440k poly. The vehicle was correctly tri...