Question for hats

GTA:V Modding with ZModeler3 discussion.
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JayPD12
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Question for hats

Post by JayPD12 »

I've tried to rig a hat to the .skel ( https://gyazo.com/dde3f2641974493c8fdff629641fdc48 ) and it looks like this in game. https://gyazo.com/df403d9536046f9731c7136e7dc68161

Am I suppose to rig it to seomthing else on the skeleton?
JayPD12
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Re: Question for hats

Post by JayPD12 »

Also, what should I weight it to? I weighted it to a shirt on my trial attempt ambove, but not 100% sure.
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Oleg
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Re: Question for hats

Post by Oleg »

I do not see skeleton loaded on the screenshot. You should load an original skeleton first. make sure to apply Display\Axes\Reset To World tool to the hat object. then bind it to .skeleton and assign "head" bone weight onto entire hat. you can do this via Rigging->Influence->Paint tool (expand its options) in "preset" mode:

select vertices of hat.
expand hierarchy of .skel to locate SKEL_Head bone there
expand options of "rigging paint" tool, switch it to "preset" mode. drag&drop "SKEL_Head" bone from hierarchy into a list of options window. you will see "SKEL_Head : 100" there.
press "Fill selected vertices with preset".
head_paint_preset.jpg
JayPD12
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Re: Question for hats

Post by JayPD12 »

Do I have to copy local axes from another rigged part to mine? (https://gyazo.com/ed4bf93f77aec2b2472378632c4c09e0)

Or does Resetting to world then Centering local axes to object (https://gyazo.com/6430c89e47b801d4019ff99048c19ef5) work instead?
JayPD12
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Re: Question for hats

Post by JayPD12 »

Also, how do I assign head bone weight to my hat? https://gyazo.com/6ad8f69b42da0249b3f5d55b751adff1 There are quite a few bones for the SKEL_head and I'm not sure which to pick.
JayPD12
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Re: Question for hats

Post by JayPD12 »

Disregard, I filled selected vertices with preset https://gyazo.com/5d10165c6d8555dfa15aff43a5ad2149 here
JayPD12
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Re: Question for hats

Post by JayPD12 »

JayPD12 wrote: Thu Mar 24, 2022 9:29 am Do I have to copy local axes from another rigged part to mine? (https://gyazo.com/ed4bf93f77aec2b2472378632c4c09e0)

Or does Resetting to world then Centering local axes to object (https://gyazo.com/6430c89e47b801d4019ff99048c19ef5) work instead?

Still not sure for this though.
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Oleg
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Re: Question for hats

Post by Oleg »

hold CTRL and resize this bar. the "reset to world" tool does not fit there and is not shown on your screenshot. it is currently hidden inside [>] button. You can resize the "group" itself, so all buttons can fit.
JayPD12
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Re: Question for hats

Post by JayPD12 »

Thanks


Do I have to copy local axes from a rigged part to mine now?

Or only the resetting to world and center local axes (https://gyazo.com/2ff141e5708325caa31b0624ee8c0ef5)
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Oleg
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Re: Question for hats

Post by Oleg »

reset to world -> apply to geometry.
JayPD12
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Re: Question for hats

Post by JayPD12 »

So no center local axes?
JayPD12
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Re: Question for hats

Post by JayPD12 »

I have recorded me doing all the steps for the hat, instead of regularly on ped parts like a badge where I: copy local axes, copy weight from say a shirt to a badge, and then painting the Primary/RGB, Primary/A, Secondary/RGB, Secondary/A

https://www.youtube.com/watch?v=E1ijFGc9kvg

This is using a default EUP hat.


I have:
Reset hat to world
Bind to skeleton
Weight it using preset paints

And then exported to;
https://gyazo.com/97cd6091954f4f2a98f1934c7caa4683

I tested using inverse kinematics, it looked fine;
https://gyazo.com/796db06071fffa7c9a1263f0299718fc
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Oleg
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Re: Question for hats

Post by Oleg »

To me the location of dummy node "mp_m_freemode......" looks wrong. The root node of the scene you export (this node and .mesh inside) must be at 0,0,0 point and axes reset to world. So, reset to world the dummy node "mp_m_freemode....", reset to world the .mesh in it (the hat). the rest you do looks correct to me.
JayPD12
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Re: Question for hats

Post by JayPD12 »

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Re: Question for hats

Post by Oleg »

may you record a video where you import any original addon/accessory of hat? I have never used to import them, so I don't know how this should actually look like.

It could be the case when you need to do the following (instead of reset to world):
1. use "reset to parent" on .mesh object
2. toggle off "Keep object" in an options of group-box of "local axes"
3. use "reset to world" on a dummy node "mp_m_freemode....". This will move dummy node to 0,0,0 point and hat object will jump somewhere to the ground (near the ground and/or will rotate somehow). don't change anything and export this setup.
JayPD12
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Re: Question for hats

Post by JayPD12 »

https://gyazo.com/5948cdbb2e63adf30e5e29df789f89de - I imported this hat in the video (which is the one I currently am using). Those are my import settings. The hat itself was from the base EUP pack on lspdfr, so I just imported it in as a ydd since it was unlocked.

I will try your steps now
JayPD12
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Re: Question for hats

Post by JayPD12 »

Do I reset to parent on .mesh after resetting to world on the dummy?
JayPD12
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Re: Question for hats

Post by JayPD12 »

Solution:


1. Leave orientation as is on import. I assume this is because the hat I used came default in the EUP pack, so may have came with correct orientation. (https://gyazo.com/7efd063aafae8688abc662120604951f default on import)

Then....
1. Reset to world on .mesh only, not dummy
2. Binded hat and .skel
3. Painted vertices of hat with Skel:head;100 thing


Result:
https://gyazo.com/00e2307e8d480c3e0c180e517e1e81cf
Thank you for the help.


(now i just need to fix my collar on the other post lol)
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