GTA V character (Player, NPC) modding
Re: GTA V character (Player, NPC) modding
I succeeded. Thank you so much.
Re: GTA V character (Player, NPC) modding
I can't connect the skeleton to the model. I wonder why?
https://www.youtube.com/watch?v=xBkI5UjVcSA
https://www.youtube.com/watch?v=xBkI5UjVcSA
Re: GTA V character (Player, NPC) modding
Binding an object to a skeleton is not enough. You need bones weight to be assigned onto mesh vertices. In your case, you can assign weight of bone "head" onto all vertices of your mesh component. Switch object to vertices level, select all vertices. pick Rigging\Influence\Paint tool, expand its options and switch it to "Preset" mode. Locate a head bone in a skeleton, drag and drop it into a under "Preset". A "head" bone will appear there with influence strength set to 100 by default. Press "Fill selected" button to assign this weight preset onto selected vertices.
Re: GTA V character (Player, NPC) modding
Unfortunately I couldn't. I couldn't understand the way I had to follow because my English is bad. There was no such problem before.Oleg wrote: ↑Sat Jan 01, 2022 8:18 am Binding an object to a skeleton is not enough. You need bones weight to be assigned onto mesh vertices. In your case, you can assign weight of bone "head" onto all vertices of your mesh component. Switch object to vertices level, select all vertices. pick Rigging\Influence\Paint tool, expand its options and switch it to "Preset" mode. Locate a head bone in a skeleton, drag and drop it into a under "Preset". A "head" bone will appear there with influence strength set to 100 by default. Press "Fill selected" button to assign this weight preset onto selected vertices.
Re: GTA V character (Player, NPC) modding
https://youtu.be/_Q1Ab04kt-w?t=320
very similar, but there the wight is removed with "influence paint" tool, while you need to assign weight (using the same tool and same technique).
very similar, but there the wight is removed with "influence paint" tool, while you need to assign weight (using the same tool and same technique).
Re: GTA V character (Player, NPC) modding
how i rig somthing to mp male like ring etc staff whiteout refrbece model
Re: GTA V character (Player, NPC) modding
probably, you can paint weight manually. in most of cases you can find a reference model that is rigged already.
Re: GTA V character (Player, NPC) modding
how i add prop to a ped like jacket etc cuz i cant find eny guid on the web pls help me
Re: GTA V character (Player, NPC) modding
try searching on youtube, may be there are guides on how to add props to a ped. ZModeler is about how to create model files that could be then used by the game. The topic on how to let the game use particular files as an addon prop is out of the scope of ZModeler itself. I personally don't make any mods, so I don't have an answer to your question.
Re: GTA V character (Player, NPC) modding
ok i cant find eny guid but thx
Re: GTA V character (Player, NPC) modding
why i cant aplly the matiral on the mesh ? in vertex mode but i can aplly for all the mesh like that https://media.discordapp.net/attachment ... height=592
Re: GTA V character (Player, NPC) modding
Material can be applied to object or polygons, you cant assign material in vertices mode.
Re: GTA V character (Player, NPC) modding
if I"m not mistaken, you should specify full file name in textures browser on "textures group" page. e.g.
berd_002_u.ydd
Note, the game can switch textures on a ped model (to create random outfit) and textures name (and their location in .ytd files) can suppress your texture assignment on materials in ZModeler. This is something to adjust in metadata file for the ped. I advise to use original texture names (if you replace some ped) and put your own modified textures with original texture names into original .ytd files.
berd_002_u.ydd
Note, the game can switch textures on a ped model (to create random outfit) and textures name (and their location in .ytd files) can suppress your texture assignment on materials in ZModeler. This is something to adjust in metadata file for the ped. I advise to use original texture names (if you replace some ped) and put your own modified textures with original texture names into original .ytd files.
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Re: GTA V character (Player, NPC) modding
may be it is located in some different folder or in some common folder for all multiplayer models.. it's not a must for *.yft file to reside in the same folder as the .ydd file. the one that game actually use with .ydd file. I don't know the way game uses to bind multiplayer .ydd to a skeleton
MyFiosGateway Verizon
mobdro
MyFiosGateway Verizon
mobdro
Last edited by ramisthand76 on Mon May 09, 2022 9:47 pm, edited 1 time in total.
Re: GTA V character (Player, NPC) modding
how o make a cape that actley move like a cape
Re: GTA V character (Player, NPC) modding
what yld shud i use to gest a cape that will react to the wind ?
Re: GTA V character (Player, NPC) modding
.yld file is a cloth simulation data for a .cloth object stored inside .yft file. The .yld file is not used on its own. The model that comes with .yld file has a cloth-simulation model configured, so your own model can replace this model in game. You can't export model with cloth into a game model that was not natively using cloth in it. It's up to some configuration in metadata file, may be this issue was solved already.
The cloth simulation is done on a geometry model using a low-detailed cloth geometry model (that is actually cloth-simulated). It can't be expressed as a forum post, you should better watch videos on this subject.
The cloth simulation is done on a geometry model using a low-detailed cloth geometry model (that is actually cloth-simulated). It can't be expressed as a forum post, you should better watch videos on this subject.
Re: GTA V character (Player, NPC) modding
hey how i import high poly obj cuz its slice it to 4 or more patrs
Re: GTA V character (Player, NPC) modding
avoid using high poly models, they are not that good for the game.
ZModeler does not allow one geometry object to have more than 64K vertices. It allows to group several objects into one if you need to bypass this limitation.
You can optimize model before you import it into ZModeler.
Also, you can slice model to components (like "upper torso", "lower torso", "hands+head"), so one component fits within 64K vertices limit.
ZModeler does not allow one geometry object to have more than 64K vertices. It allows to group several objects into one if you need to bypass this limitation.
You can optimize model before you import it into ZModeler.
Also, you can slice model to components (like "upper torso", "lower torso", "hands+head"), so one component fits within 64K vertices limit.
Re: GTA V character (Player, NPC) modding
wehn iimport 18 k its still split
Re: GTA V character (Player, NPC) modding
post a set of screenshots for better explanation. I afraid we are talking about different things.
Re: GTA V character (Player, NPC) modding
hi oleg how im splitting a ped ? like evry part as his wone ydd and ytd
Re: GTA V character (Player, NPC) modding
not getting your question perfectly..
You can split geometry object to multiple objects by selecting polygons and using Modify\Submesh\Detach tool. Mind to toggle off "Drag" option there, as you could a detached set of polygons unintendedly.
You can split geometry object to multiple objects by selecting polygons and using Modify\Submesh\Detach tool. Mind to toggle off "Drag" option there, as you could a detached set of polygons unintendedly.