GTA5: Cloth-simulated meshes
Moderator: Oleg
Re: GTA5: Cloth-simulated meshes
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!
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
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?
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
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
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).
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
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.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).
Would be awesome to experiment with that.
Re: GTA5: Cloth-simulated meshes
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 ![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
- Mentossini
- Posts: 26
- Joined: Mon Jan 13, 2020 1:34 pm
Re: GTA5: Cloth-simulated meshes
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
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.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.
Re: GTA5: Cloth-simulated meshes
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
may be the cloth falls through the ground? have you set static points? have you used ped_cloth shader?
Re: GTA5: Cloth-simulated meshes
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.
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
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
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
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?