PROBLEMS

GTA:V Modding with ZModeler3 discussion.
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rockbergema
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PROBLEMS

Post by rockbergema »

PROBLEMS
Last edited by rockbergema on Mon Aug 16, 2021 9:14 pm, edited 2 times in total.
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Oleg
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Re: PROBLEMS WITH THE FRAMEWORK

Post by Oleg »

it's not always possible to rig model perfectly using weight copy from original mesh. In particular, vertices from belly got rigged to arm bones. all these artifacts can be fixed manually only: you have to skim bones one by one and check whether they have influence on vertices that should not be affected. weight paint with Ctrl key held down is used to reduce and remove influence of current bone. Painting vertices that are very close to those that are not expected to be painted/affected is a tricky thing; use select+"display\Hide" tool to avoid unintended affection.

second, the animation playback in game is generated for specific skeleton setup. If you alter skeleton for your model, do not expect animation in game to be good. Some animations include rotation for bones only, so rescaled skeleton can do the same animation (rotation of bones) fine. However, animation can include data for scaling and movements of bones - and this data will not fit rescaled skeleton.

it's a good idea to make your mod with no changes in skeleton (.yft file) at first - make it a regular/player/ped size first. Once you are pleased with rigging and in-game movements/animation, you can move on to a scaled version.
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