Report Import/Export bugs here

GTA:V Modding with ZModeler3 discussion.
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

your model geometry has excessive detail level for the game. you should optimize geometry significantly before using this model in game. Yet the game engine can handle it, but some PCs can suffer a performance drawback when several such a vehicles appear in a frame.
Screenshot 2024-03-19 183520.png
Pupsik
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Re: Report Import/Export bugs here

Post by Pupsik »

Wow, thanks! So the problem turns out to be my old version of zmodeler. I have to install version 3.3.0 to open the model correctly?
Yes I will try to optimize the mesh to remove extra polygons.
Tortelduifie
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Re: Report Import/Export bugs here

Post by Tortelduifie »

i am having export issues where the collisions fail and the ped phases through car doors, the wheels are miss-aligned and the car is unable to drive.

i have done multiple tests, literally pulling a vanilla vehicle from the game files, importing and immediately exporting with absolutely no modifications, both the police3.yft and police3_hi.yft and the same issue persists.

re-rimporting the exact same model shows no issues on the hierachy.

never happened in my years if using zmodeler, guns and props are fine, only issue is on car exporting

https://imgur.com/7btlkSk

https://imgur.com/SwH84nx
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

Do you have "Skeletal" option toggled on export? The first in-game shot (with wheels misplaced) looks like an export of "police_hi.yft" file only, when "police.yft" was left unchanged. Parts misplacement should certainly be not the case on export. Collision can suffer, this is a known issue. If you get the model exported properly (no misplaced objects) you can try fixing the collision with "double collision" method. It was described here on forum several times, search for details.
Tortelduifie
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Re: Report Import/Export bugs here

Post by Tortelduifie »

Skeletal has been disabled and i double check that on every export. i have tested the exports with both yft and _hi.yft on police, police3 and adder.
(just import and export, no alterations)

i get the same results. , re-importing them back into zmodeler, everything seems fine, no dummies out of place or anything?
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

what about turning Skeletal option on? does it make any changes in game?
Tortelduifie
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Re: Report Import/Export bugs here

Post by Tortelduifie »

that resolved it, seems like i got confused on the skeletal option between vehicles, guns and props. because skeletal messes with shadows on props.

Thanks for the help.
FreakyFaiz
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Re: Report Import/Export bugs here

Post by FreakyFaiz »

Hi Oleg, I am trying to do the cloth physics with some of my peds that I previously created using blender and codewalker, sollumz. as they don't support cloth physics but zmodeler3 do and for my cloth physics niche I am trying to shift all of my ongoing work and previous works to zmodeler3 as I'm trying to upgrade and enhance my peds a little more by doing cloth physics on them, but the thing is that I can't import the peds directly into zmodeler3 that I have created in blender as zmod thinks they are corrupted , and as I have already spent a lot time creating those peds previously doing weight painting, facial rigging and stuff for all of them and I just really can't redo all that stuff for around 20-25 peds.
I have also created everything in the blender for all of my peds including the .cloth mesh having less than 255 vertices for each ped model which also took me a lot of time.
I tried exporting the fbx file of the peds with vertex groups from blender but after importing them in to zmod the skeleton get's messed up but the really good thing is that the vertex groups are just pretty accurate with the same names of my base yft armature but when I'm trying to link the mesh to the base yft skeleton the weight groups gets destroyed and new groups are assigned automatically.
Can you please suggest me a way so that I can import my weight painted 3d models into zmodeler3 and link my mesh to the base yft skeleton without the vertex groups getting reassigned automatically.
and is there a discord server or anything like that for zmodeler3 users that would be very helpful for a newcomer like me.
Last edited by FreakyFaiz on Fri Jun 07, 2024 9:23 am, edited 1 time in total.
FreakyFaiz
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Re: Report Import/Export bugs here

Post by FreakyFaiz »

FreakyFaiz wrote: Sat Jun 01, 2024 6:19 am Hi Oleg, I am trying to do the cloth physics with some of my peds that I previously created using blender and codewalker, sollumz. as they don't support cloth physics but zmodeler3 do and for my cloth physics niche I am trying to shift all of my ongoing work and previous works to zmodeler3 as I'm trying to upgrade and enhance my peds a little more by doing cloth physics on them, but the thing is that I can't import the peds directly into zmodeler3 that I have created in blender as zmod thinks they are corrupted , and as I have already spent a lot time creating those peds previously doing weight painting, facial rigging and stuff for all of them and I just really can't redo all that stuff for around 20-25 peds.
I have also created everything in the blender for all of my peds including the .cloth mesh having less than 255 vertices for each ped model which also took me a lot of time.
I tried exporting the fbx file of the peds with vertex groups from blender but after importing them in to zmod the skeleton get's messed up but the really good thing is that the vertex groups are just pretty accurate with the same names of my base yft armature but when I'm trying to link the mesh to the base yft skeleton the weight groups gets destroyed and new groups are assigned automatically.
Can you please suggest me a way so that I can import my weight painted 3d models into zmodeler3 and link my mesh to the base yft skeleton without the vertex groups getting reassigned automatically.
and is there a discord server or anything like that for zmodeler3 users that would be very helpful for a newcomer like me.
Hii a quick update on this so I successfully transferred from rigging work from blender project now the problem I am getting is that the cloth object is getting glitched like this in this picture . I followed the tutorial step by step and did everything but ended up like this can you suggest me what could be the possible issues
Last edited by FreakyFaiz on Fri Jun 07, 2024 9:24 am, edited 1 time in total.
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

Hello.
To your first original question: if your model imported from blender has a skeleton with proper bone names (and a mesh rigged to this skeleton properly), but the skeleton is bugged for some reason or just imperfect, you can load original game's skeleton from .yft file. You can assign good skeleton onto the model and have bones influence automatically remapped from old skeleton to new skeleton. This requires bone names to match. Bones location/hierarchy and their per-bone IDs could be different, the automatic "remapping" will take care of it. Automatic remapping is performed when you use Skeleton\Bind tool for the mesh->Skeleton pair while the mesh still has a different skeleton bind to it. Literally, omitting "Unbind" step will enable the "remapping" logic.

Back to your second question.
Make sure you assign ped_cloth shader onto cloth-geometry. This is the only shader that has cloth simulation code for vertices in it. Make sure to bind .cloth model to the skeleton too and assign rigging/bones influence onto .cloth vertices too. In most of cases, you assign rigging onto "static" points only, but it still worth to have proper rigging assigned onto the rest of cloth-control points, so the game can give some base animation to cloth before movement physics to control points will apply.
FreakyFaiz
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Re: Report Import/Export bugs here

Post by FreakyFaiz »

thanks for the reply and the info it really helped me very much to fix the issue
Dakid
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Re: Report Import/Export bugs here

Post by Dakid »

ALright boys, any help on why in the world this truck looks 100% normal in zmodeler AND in OpenIV but then does this when it spawns out in game it does this? https://imgur.com/a/U5ETKye
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

It looks like you have replaced the "vehicle_hi.yft" file only and left "vehicle.yft" unchanged. You need to export both files so changes are in sync in both files.
Dakid
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Re: Report Import/Export bugs here

Post by Dakid »

problem solved, i had to reset my chassis to world lol WHOOPS
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