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Re: GTA V character (Player, NPC) modding

Posted: Fri May 26, 2017 10:03 pm
by Oleg
i still think it relates to game wetness simulation that I don't know much of. the only idea on this is an import/export of original player model shows no problem with this issue, assuming, this is not a bug or missing feature of an exporter, rather than something is not set up properly on a model/geometry.

Re: GTA V character (Player, NPC) modding

Posted: Sat May 27, 2017 6:35 am
by jeffrey9090
This are the properties of the mesh. It looks normal to me.

Re: GTA V character (Player, NPC) modding

Posted: Sat May 27, 2017 6:51 am
by jeffrey9090
The odd thing is that I deselected everything in formats and enabled them once more(which includes the Max Rig Bones and Uv Channels) and it seems to work better somehow. The shinyness still occurs, but just at some perspectives and angles of the game. It seems to enable itself at some points and if the model moves to a different position, or angle, the shinyness goes away. Odd...

Re: GTA V character (Player, NPC) modding

Posted: Sat May 27, 2017 7:55 am
by jeffrey9090
The odd thing is that the shading bug will never appear on npc models, nomatter what time I wait.

Re: GTA V character (Player, NPC) modding

Posted: Sat May 27, 2017 10:03 am
by jeffrey9090
Nevermind. It still has the bug.

Re: GTA V character (Player, NPC) modding

Posted: Sun May 28, 2017 4:00 am
by Infinitras
Hey Guys!

A few days ago i started to convert a Model to GTA V with Zmod3 with the Tutorial from Quechus13.
But everytime i want to spawn the Ped ingame the game Crashes.
I started from Scratch the third time and all i got is a crash ^^

So i decided to ask the Community for helping me out and hopefully somone could explain me what i did wrong.

Here are the Files for Zmodeler3:

https://mega.nz/#!mEwihAxa!-EU0Jvh1oKLq ... dJ9KEz_D1U

Image

Maybe somone of you can help me :) Pls send me a message if you can help.

Thanks to everyone whos gonna try it! ^_^

Greetings,
Infinitras

Re: GTA V character (Player, NPC) modding

Posted: Fri Jun 16, 2017 4:00 am
by Secret888Girl
Hi all.
I want to replace the model in GTA 5.
Do everything in this video: https://www.youtube.com/watch?v=86LyaL4qi3c

But in the game the model is inaccurate, and while walking or running behind to stretch the texture.
Please tell me how to fix it.

Re: GTA V character (Player, NPC) modding

Posted: Fri Jun 16, 2017 4:11 am
by Oleg
looks like vertices you point to are weighted by a wrong bone. The video you specify has a small fragment of weight fixing @4:00, when some bone's influence is manually painted. The very first step would be to use Rigging\Normalize tool, it might fix some artifacts but not most of shown; also show a screenshot of original model and your model on the same view (so their size could be visually compared). Keep in mind "weight copy" tool is very raw solution and can produce good result when original and replacement meshes are very-very alike and matching in default pose. when model mismatch, copying weight with no manual tweaking will give bare result.

Re: GTA V character (Player, NPC) modding

Posted: Fri Jun 16, 2017 7:26 am
by Secret888Girl
Thank You Oleg.
I realized that the problem is due to wrong model.
I understand that the weight can be adjusted, but I did not get, trying for more than 6 hours add correctly this model but it does not work.
The maximum that managed to achieve, I sent in the screenshots.
If I will send you this model in z3d format you can adjust the hands so they appear correctly in the game?
Please help

Re: GTA V character (Player, NPC) modding

Posted: Sat Jun 17, 2017 10:45 pm
by Oleg
you should skim other bones to find the one that affects the most on the left upper arm (you will see left upper arm being highlighted in red color); then use that bone as current and manually paint influence of this bone on the upper arm. this will reduce (probably to zero) influence of any other bone on the upper arm (different influence of two or more bones gives this problematic effect in game). Also (or alternatively), on an upper screenshot, "current bone" is something like upper torso, as the upper part of the torso has full influence - at the same time I see on upper arms influence varies from zero to small (deep blue) and to average (green and lime). In particular, torso bone should have absolutely no influence on upper arms. to reduce an influence of this bone on arm, you can use Paint tool with CTRL key held down. Thus, when you locate some bone that has a wrong area of affection (torso affects arms) you can still use paint influence tool to get rid of this unintended affection. This way might be quicker for fixing.

Note, when you use weight copy tool at first place, you are allowed to move and scale your own model (or original model) to place both as matching to each other as possible,. for example, you can stretch torso or arms on original model so they match size of torso and arms on your model; scaling and rotating is ok, place "Pivot helper" (deep magenta color X-cross that you can drag with mouse cursor) as the originating point for scale/rotation and toggle "Pivot" button in the bottom of ZM window. When models are adjusted so the joints (bend points) are matching fine, you can copy weights.

Then pass bones from to to bottom using "Next bone" / "Previous bone" buttons in toolbox to see whether bones affection are correct and no unintended influence is seen.

The model you work with does not look very complicated and should not take much time to fix manually. You can use Select + Display\Hide tools to hide properly-wighted vertices while working with the rest of geometry; display\Show will unhide hidden geometry later.

Re: GTA V character (Player, NPC) modding

Posted: Sun Jun 18, 2017 4:29 pm
by Secret888Girl
Thanks for the tip, your advice really helped :D

Please tell me Oleg.
In Your program you can distribute the weight of the model using only one color. For example, to paint only the blue, yellow or green?
Because it is very uncomfortable to paint with all the colors at once, because they are with each other constantly overlap and intermingle.

Re: GTA V character (Player, NPC) modding

Posted: Tue Jun 20, 2017 8:18 am
by lld123
@Secret888Girl: i had the same problem with you, have you fixed it, i also have problem with weighting with non-human model and animal model.
@Oleg: would you please help me rigging bone and weighting with non-human and animal model, my friend ! Srr for my bad English !

Re: GTA V character (Player, NPC) modding

Posted: Wed Jun 21, 2017 4:37 am
by Oleg
you paint influence and color you see shows the strength of influence where red = full influence (vertex will follow bone identically), green, lime, orange are mid-power influence (vertex will follow bone in some degree, but will follow other bone(s) that have influence on it), blue and cyan are low-power influence (vertex is mostly affected by some other bone but will follow current bone too in very minor way).

So, colors are "overlapping" as some mesh vertices are affected by several bones at a time. For example, forearm will have red color on most of mesh associated with forearm bone, but coming closer to bends and joints, red color will fade to orange -> green -> blue meaning "another bone starts affecting here".

Re: GTA V character (Player, NPC) modding

Posted: Wed Jun 21, 2017 4:39 pm
by Secret888Girl
Hi Oleg.
I export it to GTA 5 my map from another game, but the character passes through the texture of this map.
Please tell me how to make walls for this map, to make the character not passed through.

Re: GTA V character (Player, NPC) modding

Posted: Thu Jun 22, 2017 9:33 pm
by Oleg
map collision is not yet editable via ZModeler. Map object requires YBN file (static boundary). Technically, YBN files and associated YDR model can be done in 3DSMax and exported with GIMS EVO package straight into OpenIV.

Re: GTA V character (Player, NPC) modding

Posted: Fri Jun 30, 2017 4:52 pm
by jeffrey9090
I figured out why my peds have an overall shinyness... I seem to have forgot to paint all of the other channels the correct color, other than rgb primary and secondary. Sorry for the trouble.

Re: GTA V character (Player, NPC) modding

Posted: Thu Jul 27, 2017 10:35 am
by King Shady
Can some one help me out ?
I have a hole in the model.
On the model is all ok.
Maybe Velding? but i dont know how it works in Zmodeler.
Image

Re: GTA V character (Player, NPC) modding

Posted: Thu Jul 27, 2017 11:32 pm
by Oleg
bones weight is inaccurate across sharp edge on a mesh. make sure to update ZModeler and then use Rigging\influence\smooth tool on the neck. You should skim bones one by one by setting the current bone on torso and moving to "next" bone with "next bone button". once you see a bone influence is not smooth (color gradient interrupts sharply at open edge), smooth wight there with smooth tool.

note, the smooth tool was updated in 3.1.5 and can smooth across sharp edges. using this tool in older version will not give any result on this particular situation.

welding vertices could corrupt uv-mapping, as vertices are generally all welded where possible and not welded on some seams where uv-mapping differs on neighbor polygons.

P.S. before you smooth weight, it is recommended to select and hide the most of unnecessary geometry vertices to avoid inaccurate or unintended paint/smooth effect on the rest of geometry.

Re: GTA V character (Player, NPC) modding

Posted: Wed Aug 02, 2017 11:41 am
by Gta5KoRn
tried ped convertion for the first time and got holes too. the colors between head and neck are different: http://imgur.com/a/f4qBd
so my questions are: how can i paint that red parts to blue?
how can i select the whole bones to see the colors of the full model?
is there a good way to edit skeleton so it fits my model. because it has longer or shorter body parts as the original V model

Re: GTA V character (Player, NPC) modding

Posted: Wed Aug 02, 2017 11:19 pm
by Oleg
you can't select all bones to see affection, you can see affection of one bone at a time. and this affection should not have sharp edges across model, otherwise it will break model in game. In particular, when you pick some head or neck bone, the color fading across head and torso model should be smooth. you can use "weight influence smooth" tool to smooth weight within one model. if the problem relates to connection between head and torso models, you can attach head to torso to smooth weights; then detach it back. Once you smooth weights on one bone, check other bones too, so it has smooth influence effect paint across the mesh too. smooth it too if needed.

Re: GTA V character (Player, NPC) modding

Posted: Thu Aug 03, 2017 3:23 am
by Gta5KoRn
ok will try it. another question: will it make sense to remodel stock V ped to proportions of my custom model to copy the rigging of it, so it is more exact?

and what about another question: is there a good way to edit skeleton so it fits my model. because it has longer or shorter body parts as the original V model

Re: GTA V character (Player, NPC) modding

Posted: Sun Aug 06, 2017 5:24 am
by Oleg
yes, you can refine original model so the copy weight will give better result;
you can refine original skeleton using this video: https://www.youtube.com/watch?v=ANR70u1LhdI

Re: GTA V character (Player, NPC) modding

Posted: Sat Sep 16, 2017 9:17 am
by RythusOmegaSilrith
Hello, recently i have downloaded Zmodeler 3.1.5 and activated his trial to learning about how to make pedestrian mods. i was following an tutorial from step to step in details when i was making. i was making everything like the tutorial, however when i was on the rigging section, when i associated the skeleton rig to the model i was working, the rigging was not working. then i decided to start again the progess, however i decided to check if the rigging of the original GTA V ped along with another one extracted was working, and their riggings was not working. i was moving the bones, however nothing was happening(like the example gif) :
Image

So if Oleg was reading this, or people who it´s using 3.1.5 can ask about it, i am making something wrong on the progess?, or it´s a troubleshooting from the 3.1.5 version?, because the tutorials i was watching, i seen people was using the 3.1.3 or 3.1.4 for working on them. so, it´s possible to make a bugfix to solve this problem, or this it´s only possible into a future 3.1.6 build release?

Re: GTA V character (Player, NPC) modding

Posted: Mon Sep 18, 2017 11:49 am
by Oleg
@RythusOmegaSilrith, when you hover a mesh object, its associated (bind) skeleton should get marked (lime). in your case it does not highlight, assuming mesh and skeleton are not bind.

in particular, this could happen when .yft model after being loaded was not renamed to ".global" (notice dot in beginning of name). Once you have ".global" branch and it has ".skel" in it, loading .ydd model will automatically bind all .mesh objects to this global skeleton object.

additionally, when you move skeleton bone, the ".skel" object should not be in "Setup Mode" (rest pose setup mode). Right-click on skeleton object to toggle this mode on/off.

Re: GTA V character (Player, NPC) modding

Posted: Sun Oct 08, 2017 7:27 am
by f5544
@Oleg,

I am testing with a police ped. i made the shirt with mesh shaking/wind effect. but when i enable the badges that are on the side don't shake. all the vertex paint is the same colour. secondary and primary.

is it because of another material shader? ped_decal? does it support mesh shaking?

Edit: after testing it's in the shader, when i change the decal shader to ped shader, the mesh shaking works.