|
 |
|
|
|
|
|
Attention:
This is for the discussion and releasing of tutorials for modifying GTA. Anything that isn't a tutorial will be deleted without notification.
- Please read the Official Modification Forum Rules & Procedure BEFORE posting!
- Data topics: The following topics contain information for formatting and writing tutorials.
- Requests are to be made in the pinned topic.
- New topics to this forum are subject to moderation, and will not appear immediately. Pending approval by a moderator, if a topic is deemed unsuitable it will be deleted without notification.
|
GTAGarage.com free mod hosting from GTANet, simply login with your GTAForums account details
GTAModding.com GTANet's modding wiki
GTA Modding Chatroom provided by irc.gtanet.com (Don't have an IRC client? Click here)
|
Player Model Editing [Modding | Blender+VC]
 |
|
 |
| |
ModelingMan  |
Posted: Tuesday, Jun 29 2004, 12:38
|
Crackalacking!

Group: Members
Joined: Jan 23, 2004



|
| Character Editing Tutorial |
|---|
| Introduction |
|---|
Here I am writing a tutorial on how to get your new characters ingame using Blender and Hollower's excellent import/export script. You can get the latest version of Blender from here, and get Hollower's script from this topic.
First of all I am going to explain the main parts of rigging your model, then run you through the steps on how to rig it. | | Shortcut keys to use in Blender |
|---|
A - Selects/Deselects everything that is currently on the screen.
B - Use this to select objects or vertices with the use of the mouse.
R - Rotates the current selected object(s)/vertice(s).
S - Use this to scale objects and vertices.
MouseWheel - Zoom.
CTRL + MouseWheel - Pans the view horizontally.
SHIFT + MouseWheel - Pans the view vertically.
NumPad Arrows(2, 4, 6 and 8) - Rotates the view.
NumPad 1 - Front view.
NumPad 3 - Side view.
NumPad 5 - Switching between orthographic and perspective views.
NumPad 7 - Top view. | | Running Hollower's Script (GTA_IE_01c.py) |
|---|
To run the script you need to change the current window view. You'll notice this little button on the screen:
 if you click on it a pop-up menu will appear, select "Text Editor". You should be looking at a blank grey screen. Now you can open the script by selecting it from the File->Open menu. Once the script is open you should see text on the screen, to run it either press ALT+P or select "Run Python Script" from the File menu. | | The Import/Export Tool |
|---|
After running the script you will see a new window, this window is, as you can see, where you import and export your model. Here is a quick explanation of everything you see on the screen:
FileName - Your DFF model filename. (On export your model will be named the current filename along with a number e.g. Cop.dff would be exported as Cop1.dff, if CopX.dff exists then it will be named with the next number)
Texture Path - Where the texture is found(NOTE: It's easier to have the texture in the same path as the DFF).
Import - Imports the selected model.
msplit - Material Split, press this button if you exported the model from Zmodeler.
bpatch - This is used to make a bone patch(*.bp) file, which is used in the exporting of a model. These bone patches are made by importing an original Vice City player or pedestrian model.
Export - Exports the selected mesh.
Presets(Pop-up Menu) - In this case you would select "VC Human".
uvtex, prelit, modulate and normals - No need to worry about these.
z-lock - This adds a Zmodeler-Lock to your model (Not recommeneded) | | Different Modes in Blender |
|---|
There are a few different modes in Blender that you will need to use, these include "Object Mode", "Edit Mode", "Weight Paint" and "Pose Mode". Here is some brief descriptions of each mode:
Object Mode - Similar to Zmodeler's object mode.
Edit Mode - This is where you edit the model, create vertex groups, etc. Similar to vertices mode in Zmodeler.
Weight Paint - This mode is for Bone weight, here you adjust the strength of vertices in each vertex group.
Pose Mode - When the skeleton(armature) is selected you can switch into Pose Mode and see how the model deform's when parts of the body move. | | Opening The TommySkeleton |
|---|
| To open Hollower's TommySkeleton select "File->Append..." and select TommySkeleton.blend from the same folder as the script, once you click on the file you will see a list, select Object, then TommySkeleton and then load it by clicking "Load Library". You will now see a skeleton which is refered to as an armature, this is needed when exporting a custom model. | | Parenting |
|---|
| Parenting is one of the important parts of rigging a model. Parenting is needed to make the main model the parent of the Root bone and TommySkeleton the parent of the main model. To parent an object first select the child(eg. Root bone) by right clicking on it, then, while holding down SHIFT, right click on the parent(e.g. main model). After that select "Object->Parent->Make Parent...". If you are parenting the main model with the Root bone then select "Make Parent..." from the pop up menu, but if you are parenting the TommySkeleton with the main model then select "Use Armture" then select either "Name Groups" or "Create From Closet Bones". | | Vertex Groups |
|---|
Vertex groups are a set of vertices assigned to a vertex group/bone, these vertex groups determine what parts of the model moves with the corresponding bone. If you selected "Create From Closet Bones" when parenting then Blender automatically creates the vertex groups, but you are not guaranteed a great result. Here is an example from the cop. The vertices that are selected are assigned to the "R Upperarm" vertex group:
 When an animation ingame moves the right upperarm these are the vertices that move.
To create vertex groups first select the vertices that you want to assign to a vertex group. Then find this, the red parts are important:
 Time for more explanation:
Weight - The level of bone weight for the selected vertices. This is used when the vertices are assigned to a group.(You are best not to use this, "Weight Paint" is better to use)
New - This is used to create a new group(not needed).
Delete - Deletes the current selected vertex group name(not needed).
Assign - Assigns the selected vertices to the selected vertex group.
Remove - Removes the selected vertices from the selected vertex group.
Select - Selects the vertices of the current selected vertex group.
Desel. - Deselects the vertices of the current selected vertex group.
After you have selected the vertices you want, "Assign" them to the correct vertex group. | | Bone Weight |
|---|
Bone weight determines how strong each vertice moves ingame. Bone weight ranges from 0.000(blue) to 1.000(red). Sometimes you can be lucky and not have to edit the bone weight, but it's recommended that you do to get the best result. Here is an example of what bone weight looks like in Blender:

To adjust the bone weight you would enter "Weight Paint" mode. Once you switch to that mode you are able to select any vertex group to view/edit it's current bone weight. To paint the weight onto a model all you do is click on the part of the model you want to paint. To change the strength you would adjust this:

Have a look at an original player or pedestrian model for help with bone weight.
You should take your time with bone weight and try to get it perfect for the best result. | | Pose Mode |
|---|
Pose mode is used for viewing the movement of your model, it can be of good use when you have created your vertex groups and edited the bone weight. Here's an example of what Pose Mode looks like:

It's easy to use, just right click on the part you want to see move, then use rotate to move the selected body part, once you are finished viewing the movement right click to stop the rotation. | | -------------------------------------------------------------------------- |
|---|
| 1. Setting Up Your Model Before Importing |
|---|
Before importing your model you should do the following:
1. Set your model in the same position as an original player/pedestrian model.
2. Make sure your model is one mesh/object.
3. Name the mesh Root.
4. Make sure your model has one texture.
5. Make sure your model and it's axis is centered (there is a chance of the model appearing sideways ingame if you don't). | | 2. Importing |
|---|
| First you should import an original model, preferebly Tommy, so that you can import the bones and make the bone patch file. After you import Tommy switch back into 3D View and delete Tommy's mesh (right click and press delete). Now go back into the Import/Export Tool and import your model, remember to use msplit. | | 3. Parenting |
|---|
| Before loading the TommySkeleton you should make the main model the parent of the Root bone (I have already explained how to do it). Once you have made the main model parent you can now open/append the TommySkeleton. Does your model match TommySkeleton? If not you should edit the model until it does. If it does match then you can continue. Right clcik on the model then hold down SHIFT and right click the TommySkeleton. Both the model and the skeleton should be selected, but the skeleton should be a lighter shade of pink. Now make the skeleton the parent of the model, you can select "Name Groups" or "Create From Closet Bones", I would recommend using "Name Groups" so you can get the best result. | | 3. Creating Vertex Groups |
|---|
Now it's time for you to assign every vertice to the correct group. Easiest way to do this is to zoom right into the section of the body you are working on.
Remeber to use Pose Mode.
(Reminder - I have already explained how to create vertex groups). | | 4. Editing Bone Weight |
|---|
| After you have assigned every vertice to a group you can now work on the bone weight. This is the part where you MUST take your time so you get the best result. Remember to use less strength on the model's joints. | | 5. Making sure that the model is ready to export |
|---|
| At this point you should check to make sure that you have done everything correctly. The best way to see is to use Pose Mode, and move every part of the body to see if they rotate properly. | | 6. Exporting |
|---|
Before you export your model copy the bone patch file, that was made when you imported an original model, to the same folder as your custom model. The bone patch file will be found in the same folder as the original model that you had imported earlier. Make sure you rename it to the same as your model filename (e.g. myplayer.dff, bone patch file would be named myplayer.bp). Again before you export make sure the filename is your custom model and you have "VC Human" selected in the presets. Now you can export your model. When you click export you should see this message(if it went successfully):
Loading bone patch: c:\example.bp Exporting 1 meshes, 24 dummies X bytes written to c:\example1.dff
If the message is different then you have a problem, check if you done everything correctly then try again. If you still have a problem then post here with the exact message so I (or anyone else) can help. | | 7. Import to GTA3.IMG |
|---|
| If everything went smoothly then you can import your model and test it out ingame. If the model has a problem ingame and your unable to fix it then post here with an image of the model ingame so I can see the problem. If the model works perfect then well done. | | -------------------------------------------------------------------------- |
|---|
I hope this is understandable. I know there isn't much images but I don't think they are needed.
If you have problems post them here and I'll try to help.
Good luck and enjoy. This post has been edited by ModelingMan on Saturday, Jul 5 2008, 23:52
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Cerbera  |
Posted: Tuesday, Jun 29 2004, 15:32
|
Ben "Cerbera" Millard

Group: Members
Joined: Jun 22, 2002



|
Why must people mess up thier good tutorials by throwing tables all over them? If you took it out of the tables there would be more horizontal width for the text to be displayed in, plus your specific choice of message font would be applied to the whole tutorial rather than just those bits outside of the table. Furthermore, you could use the underlined SIZE=5 titles and have a bit of consistancy with the other great tutorials. This has killer subject matter but confusing it amongst a barrage of needless borders and backgrounds just makes it even harder to follow than the complex ideas and methods it deals with would be anyway. IMHO, of course. (EDIT) Here's how I would present it: | QUOTE | | Original Author, ModelingMan, Requested Removal |
Simply quote this post to get all the code. There are some typos that I havn't fixed, lots of clumsy grammar I havn't fixed and some rather dodgy punctuation. Just needs to be forced through the CerbFilter6000® before you can really call it totally complete. This post has been edited by Impact on Tuesday, Jun 29 2004, 19:01
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Cerbera  |
Posted: Tuesday, Jun 29 2004, 18:30
|
Ben "Cerbera" Millard

Group: Members
Joined: Jun 22, 2002



|
| QUOTE (ModelingMan @ Jun 29 2004, 16:35) | Why are you wasting your time on fixing this? I am not going to use your modified version, I'll present the way I want. I still appreciate your attempt to make it look better.
Only reason why there is grammer and punctuations mistakes is because I didn't read over it after I finished typing it out, plus I kind of rushed it.
I would never consider this completed, I will eventually update it with all mistakes corrected. |
The way you presented it isn't good. As you've confessed, you rushed it and you apparently didn't even read it through. As it isn't complete, you should be more open to suggestions about ways it could be improved. My alterations display the information much more clearly, which is paramount when writing tutorials. Even says so in the pinned guidelines thread...or words to that effect.  The big section of numbered points inside numbered points is thoroughly impallatable, my system of splitting the major numbers into large headings and lesser numbers into smaller ones makes it clearer. You actually have a numbered list within this layered list as well, which I've altered to be a lettered list because three layers of integers really isn't people-friendly! This post has been edited by Cerbera on Tuesday, Jun 29 2004, 18:35
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ModelingMan  |
Posted: Thursday, Jul 1 2004, 20:55
|
Crackalacking!

Group: Members
Joined: Jan 23, 2004



|
| QUOTE (By gansta killa Posted on Jun 29 2004 @ 18:17) | | May I just say, you are da man. I've been waiting for something like this. Thank you. |
| QUOTE (By 92F Posted on Jul 1 2004 @ 01:16) | Excellent work MM
Thanks to you i'll be able to get a biker player made(bike helmet etc) |
I'm glad you appreciate my work, I should have written this sooner as I have had a few requests asking me to rig other members models.
| QUOTE (By 92F Posted on Jul 1 2004 @ 01:16) | | *offtopic* I just found out yer from bonnie Scotland, where bouts are you? im south 13miles from Dundee in a small town called Montrose*offtopic* |
I live in Glasgow. I've never heard of Montrose, I don't really know the upper parts of Scotland.
[/offtopic]
| QUOTE (By Cerbera Posted on Jul 1 2004 @ 18:16) | | I demand the contents of my post be re-instated. |
Why? So it can clog up this thread. Seems pretty pointless to me, as I would never use your so called "better" version.
| QUOTE (By Cerbera Posted on Jul 1 2004 @ 18:16) | | I was the author of that post |
Yes but I am the author of the tutorial so I can request that MY tutorial be removed from your post.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
TRN4L  |
Posted: Saturday, Jul 3 2004, 18:24
|
Novus Ordo Seclorum

Group: Members
Joined: Jul 10, 2003



|
Cerb, go lay off the coffee this isnt your topic, and neither was Dup's. knock it off.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Thunda  |
|
The O.P. is back

Group: Members
Joined: Dec 20, 2003


|
@MM: Great tutorial and very easy to read (contrary to what Cerb says).
@Cerb: Both Dup's and MM's tutorials both looked fine before you wasted your time rewriting them. I'm not going to say either were perfect because they did have minor gramatical errors but come on Cerb. Yet, we all know you had good intentions.
All people who make tutorials and don't want people to rewrite their tutorials should put a little note at the bottom saying so.
| CODE | | [b][i][color=red]Cerb and others this tutorial is fine and readable so please do not waste your time by rewriting this because I'm not going to use it.[/color][/i][/b] | Yet, if you want Cerb or others to rewrite yout tut to make it look better than you should write:
| CODE | | [b][i][color=red]Cerb and others please rewrite this tutorial and make it look spiffy and clean.[/color][/i][/b] |
Sorry for taking up space in your topic Mm but we should really put these little notes at the bottom to stop people of wasting precious time on rewriting our tutorials.
-Payce OuT- BrIaN}
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ModelingMan  |
|
Crackalacking!

Group: Members
Joined: Jan 23, 2004



|
| QUOTE (By DAALYMAN Posted on Jul 9 2004 @ 04:44) | | when doing ones own model in zmod would i export as dff still or something else? |
Yes, export to DFF.
| QUOTE (By DAALYMAN Posted on Jul 9 2004 @ 04:44) | | if i wanted the model like say for example tommy to retexture some of the face's to go with differant parts of the texture would i do that in zmode then export as dff and go with how you say to set it up in blender? |
Knowing how to texture in Blender would be alot easier, but if you don't know how to then yes you would export it to DFF from ZModeler then go through the rigging process.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ModelingMan  |
Posted: Saturday, Jul 10 2004, 01:00
|
Crackalacking!

Group: Members
Joined: Jan 23, 2004



|
Well here is a Tommy model that will import to Zmodeler:

But the thing is, you would need to go through the rigging process in Blender before it will work ingame.
| QUOTE | | I get an error when loading the script into Blender. Its pretty annoying. |
Maybe post that error message and I'll see if I can help you out.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
Pages:
(4) [1] 2 3 ... Last »
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
| |
 |
|
 |
|
|
|
|