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Re: GTA V character (Player, NPC) modding

Posted: Fri Jun 11, 2021 9:14 am
by Oleg
you can create a new material or copy any of available (so newly-created material is pre-configured). buttons to create or copy are on top of materials browser.

once you create material you need - you can assign it onto an object or onto selected polygons using drag&drop as it was specified above.

Re: GTA V character (Player, NPC) modding

Posted: Sun Jun 13, 2021 10:05 am
by nadafeels
I did a head transplant from one ambient ped to another. I edited the corresponding mesh files (head_001_r) of the head I wanted to replace but I couldn't seem to make the animation work while the rest of the body moved. I also did the rigging, copying weights and axis of the original head to the new one. It looked like this in-game.
I am still new to 3d modeling so I apologize for the lack of knowledge.
Thanks

Re: GTA V character (Player, NPC) modding

Posted: Sun Jun 13, 2021 10:52 am
by Oleg
most likely the geometry object was not bind to the skeleton. if you see head moving with the pelvis /spine#0 bone, then rigging is not actually being performed on a geometry. You should hide everything except the .skel object located in .global branch, and the .mesh object you have problems with. Mark the skeleton sphere with Select\Mark tool (will turn lime color), then use Rigging\Skeleton\Bind tool on .mesh object to bind it to the marked skeleton.

every geometry object you bind and want to be rigged should have in properties of "mesh -> vertices -> format" option "rigging" toggled on and "max bones" set to 4.

Material should have "ped" or "ped_default" in "Adaptation" (Adapt) field.

Re: GTA V character (Player, NPC) modding

Posted: Sun Jun 13, 2021 2:03 pm
by nadafeels
Hi Oleg, thanks for replying. I followed everything in the video from the official zmodeler3 channel except for UV mapping cause I don't know what it does.
This time I skipped the coloring of the vertices I learned from other videos (orange: primary RGB channel, etc.) but here is what I got. I also attached a photo of the hierarchy I worked with. I replaced head_001_r and it came from another rigged ped. It has the properties you mentioned and I bound it to the main .skel as evidenced by the yellow. It still ended up being all alien looking though.
Any tips/advice?
Thank You!

Re: GTA V character (Player, NPC) modding

Posted: Mon Jun 14, 2021 8:10 am
by nadafeels
I did a little bit more experimenting and I found some issues. Even without changing anything in the model (just importing and exporting), the head part of the model gets messed up (it's related to weight from what I've tested; copying the weight of the hair part or torso removes the jelly deformation but it removes the movement of the skeletons in the face).
Importing conditions:
0) checked if the models work in game (Yes as seen in the image titled "before"); Vertices Format (rigging, max rig =4, uv channels =2 are all in proper order)
0.5) Changed Max Bones in Profiles to 160 (restarted zmodeler)
1) Imported s_f_y_stripper_02.yft
2) Renamed s_f_y_stripper_02.yft to .global and deleted the .mesh inside it
3) Imported the s_f_y_stripper_02.ydd
4) I didn't change anything.
5) Exported the s_f_y_stripper_02.ydd with the following options turned on: Skeletal, Save Thumbnail, Export LOD = Autodetect; .global is still .global (I didn't change its name)
6) Replaced the s_f_y_stripper_02.ydd in the right folder (patchday4ng.rpf...)
7) The head_001_r and head_000_r (the head basically) turns into jelly for no apparent reason. (In the "after" image)
I've been trying to make the head transplant succeed for a couple of days now so help would be much appreciated.
I can't seem to find a solution from reading the past posts and watching the youtube videos on rigged PED body part replacement.
Thank you

Re: GTA V character (Player, NPC) modding

Posted: Thu Jun 17, 2021 11:21 am
by Oleg
What is your "MaxBones" value in Settings->Profile->Editor :: Preferences->Filters->GTARage ?
It should be something like 180 while in old vertices it was set to 128.

Re: GTA V character (Player, NPC) modding

Posted: Fri Jun 18, 2021 5:01 am
by nadafeels
Here are my settings.

Re: GTA V character (Player, NPC) modding

Posted: Fri Jun 18, 2021 11:12 am
by Oleg
Your settings and, in general, your workflow is absolutely correct.

Try another scenario:
1. load original .yft file, do not rename branch to .global, give any other name instead. Delete .mesh inside.
2. load original .ydd file - it will load with it's skeleton(s). I assume the head component has an extended skeleton with facial rigging bones, so .skel inside head_*** branches could have more bones than the one in .global branch.
3. export and test in game.
3a. move .skel from head_*** branch to the branch of s_f_y_stripper_02.yft and this time rename it to .global. Export and test in game.
3b. hide all skeletons, hide all head mesh components. Use "Mark" tool on skeleton of s_f_y_stripper_02 branch and bind all .mesh objects to this skeleton (you do this for all .meshes except the head .mesh objects). then rename s_f_y_stripper_02.yft branch to .global, export and test in game.

Summary: I assume head component has facial rigging and requires its own skeleton with extra bones that are missing in s_f_y_stripper_02.yft file.

Re: GTA V character (Player, NPC) modding

Posted: Sat Jun 19, 2021 10:31 am
by nadafeels
Hi Oleg. Is this what you meant by moving the .skel of head_000_r and head_001_r? I attached all the other body parts (aside from head_000_r) to one of the .skel (.skel of head_000_r) and I attached the result. It still gets messed up unless I did something wrong with your suggestion.
Some notes:
1) I exported the .global as skeleton only.
2) Can I edit the bone such that I just take the facial skeletons of the head_001/000 .skel and attach them to the .skel in the s_f_y_stripper_02 branch?

Re: GTA V character (Player, NPC) modding

Posted: Sat Jun 19, 2021 5:45 pm
by lld123
Oleg wrote: Fri Jun 11, 2021 9:14 am you can create a new material or copy any of available (so newly-created material is pre-configured). buttons to create or copy are on top of materials browser.

once you create material you need - you can assign it onto an object or onto selected polygons using drag&drop as it was specified above.
Hi Oleg, sorry for my stupid but I've just upload a short clip about what I mean
Example here with the part hair_000_u, it's has 2 texture in the Scene Selection, both name hair_diff_000_a_uni. I would like to ask how can I make 2 (sometime 3) texture (hair_diff_000_a_uni) attach with 1 part hair_000_u.

Hope you can help to clean up my stupid :D

Re: GTA V character (Player, NPC) modding

Posted: Thu Jul 08, 2021 3:34 am
by Actreox
So I rigged my character and exported it as an OBJ file. I don't know what to do next. I just want my model to be functioning in GTA 5.

Re: GTA V character (Player, NPC) modding

Posted: Fri Jul 09, 2021 10:42 am
by Oleg
@Actreox , "OBJ" will not retain rigging information. You should export as DAE or as FBX. Then you will be able to load rigged model into ZModeler.

Rigged model should me assigned default skeleton (the one you import from an associated .yft file).

It is strongly advised to watch some youtube videos on this subject - it was covered clearly in various videos already.

Re: GTA V character (Player, NPC) modding

Posted: Fri Jul 09, 2021 7:42 pm
by Actreox
Whenever I'm at exporting a yft file like ig_bankman. I always have a hard time adjusting the skeleton to my model. Sorry, I'm just really new here, I've spent two days just to try and understand this concept of creating a ped model and actually getting it to be playable in GTA 5.

I've watched a lot of tutorials and it's always the yft and my model that's making me confused.

Re: GTA V character (Player, NPC) modding

Posted: Mon Aug 02, 2021 4:45 pm
by balooxaxa
...

Re: GTA V character (Player, NPC) modding

Posted: Sun Aug 15, 2021 6:29 pm
by lld123
Oleg wrote: Fri Jul 09, 2021 10:42 am @Actreox , "OBJ" will not retain rigging information. You should export as DAE or as FBX. Then you will be able to load rigged model into ZModeler.

Rigged model should me assigned default skeleton (the one you import from an associated .yft file).

It is strongly advised to watch some youtube videos on this subject - it was covered clearly in various videos already.
Hi Oleg, is there anyway to use the rigged ped with the GTA 5 Skelenton (like .skel of ig_bankman). I've searched for online tutorial but cannot find any content related to this. Can you help me please !

Re: GTA V character (Player, NPC) modding

Posted: Mon Aug 30, 2021 3:33 am
by rockbergema
it turns out that oleg doesn't want to answer haha

Re: GTA V character (Player, NPC) modding

Posted: Mon Aug 30, 2021 3:33 am
by rockbergema
Actreox wrote: Fri Jul 09, 2021 7:42 pm Whenever I'm at exporting a yft file like ig_bankman. I always have a hard time adjusting the skeleton to my model. Sorry, I'm just really new here, I've spent two days just to try and understand this concept of creating a ped model and actually getting it to be playable in GTA 5.

I've watched a lot of tutorials and it's always the yft and my model that's making me confused.
it turns out that oleg doesn't want to answer haha

Re: GTA V character (Player, NPC) modding

Posted: Mon Aug 30, 2021 9:11 am
by Oleg
you should not alter .yft file and skeleton at all. This is not a task you supposed to do when making a ped for the game.
your geometry model must have the same pose as original game model. you copy weight (rigging) from original model and/or adjust or refine it manually at some spots. then you export the rigged geometry to .ydd file.

There were some videos that had .yft file alternation, but in most of cases it was position or scale adjustment in skeleton. It is a bad idea to make anything beside move/scale/rotate on original bones in a .yft files, as you are likely to mess the ped rigged model assembly to an unrecoverable condition.

Your post is not precise enough to understand what exactly are you trying to do, so I can't give any advise other than specified above.

Re: GTA V character (Player, NPC) modding

Posted: Sun Nov 14, 2021 5:31 am
by Alternus
Can anyone assist me in how to make skin color change with clothes? I have a pair of shorts but when I change skin color it stays as caucasian.

Re: GTA V character (Player, NPC) modding

Posted: Sun Dec 12, 2021 7:39 am
by lld123
Hope Oleg and someone can help me with applying AO (ambient occlusion) texture on Ped. I’ve found on google and youtube but didn’t see any tutorial about this. Please help me !

Re: GTA V character (Player, NPC) modding

Posted: Sun Dec 12, 2021 11:46 am
by Oleg
not sure what exactly you need. GTA uses ambient occlusion on per-vertex level (red channel). You can combine it with main texture if it has rendered AO there.

Re: GTA V character (Player, NPC) modding

Posted: Mon Dec 13, 2021 6:06 pm
by lld123
Oleg wrote: Sun Dec 12, 2021 11:46 am not sure what exactly you need. GTA uses ambient occlusion on per-vertex level (red channel). You can combine it with main texture if it has rendered AO there.
Hi Oleg ! As the picture below, the ped has 4 texture map, I mean that is there any way that can we apply the Ambient Occlusion (AO) map
Thank you so much for you reply !


Re: GTA V character (Player, NPC) modding

Posted: Mon Dec 13, 2021 11:12 pm
by Oleg
you should apply AO texture over diffuse map in Multiply mode and save it as a new baked diffuse map. You can do this photoshop I guess.

Re: GTA V character (Player, NPC) modding

Posted: Thu Dec 23, 2021 8:50 pm
by Z@gor
Is it possible to do the process applied between 2:44 - 3:16 in this video with Zmodeler3?
https://youtu.be/SRsVKTWFcTw

Re: GTA V character (Player, NPC) modding

Posted: Thu Dec 23, 2021 9:36 pm
by Oleg
not sure what exactly are you talking about, it looks like everything shown in a video can be done in ZModeler.
Given the time codes, I assume you've asked about moving the geometry away from it's skeleton (or vice versa)? Yes, ZModeler allows skeleton to be away from an affected geometry. Mind to toggle off an option on a skeleton "Use base transform". When this option is off, the location of skeleton's base will not affect the mesh, so you can move skeleton aside or move a mesh away, it will still be rigged and will perform correct rigging when you adjust pose of the skeleton. When you toggle an option "use base transform", then skeleton's base movement will also affect the rigged mesh (moving skeleton will move the rigged mesh the same way).