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[GTA IV] Player Rigging Tutorial Your own Custom Characters in IV!
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goin-god  |
Posted: Wednesday, Jul 13 2011, 00:46
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High Roller

Group: $outh $ide Hoodz
Joined: Mar 18, 2007



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1. Reqerimients
You will need a copy of GTAIV (EFLC not tested) Autodesk 3D Studio Max (I will use ver. 2010 in this tuto) OpenIV by GOOD-NTS GIMS by 3DBoomer
And a 3D Model to rig.
What we are going to do: We are going to rig a Full Player Model. And replace Niko.
GTA IV Body parts: Head (Head) Hair* (Hair) Theet* (Teef) Hands** (Hand) Torso (Uppr) Legs (Lowr) Shoes (Feet) Special?* (Sus)
* Are not that important. ** Are complex to rig, you can do it but if you are an experienced rigger though. Unless you dont want them to move their fingers.
All of them are stored in playerped.rpf in the PC/MODELS folder.
Note: Remember to allways make BackUps. GTAIV modding tools are not perfect yet, they can seriously damage your GTAIV install and force you to reinstall.
2. Extracting Niko
In order to rig our model we first need to extract Niko from the game files, so that we can use his Skeleton.
Start OpenIV (I won't go into much detail here, read OpenIV tutos) and open the playerped.rpf

We have to extract each bodypart we want to change, in this tutorial we just need the head, torso, legs and feets. But we can't export them as WDR! We have to use the OpenFormats, to export ODR (Wich is what GIMS can later import). To export ODR just click on the model you want to export and press Ctrl+S. Then save them where you want. Do this with "head_000_r.wdr", "uppr_000_u.wdr", "lowr_000_u.wdr" and "feet_000_u.wdr". (Niko Start clothes) Also export "hand_000_r.wdr" we will use it to align our model for Niko hands to fit well. We wont rig new hands.

You now got all thouse files, I'll try to explain what they are:
The ODR file is the OpenFormats file. The one GIMS will read to import all the nessesary data in 3D MAX. The SKEL file contains the Skeleton data. The Mesh file contains the Geometry data. You also have a set of 2 Textures for each bodypart. The Normal Map and the Specular Map.
3. Preparing the Model
Now that we have Niko extracted, lets open 3D MAX and import him. To do so, with Max already Opened, Start GIMS.

Open the "openFormats" Tab if not opened and click on ">Mass" to Import all the bodyparts at once. You can also Import 1 by 1 by clicking on "ODR/ODD".

It will start importing the files, it may take a few seconds.

Once it's done you should have something like this (Zoom in if it's to small)

And a big green dummy.
Now remove all the bones, since we only need the mesh now. We need the mesh alone because we will use it to fit our custom character to Niko, bones are unnessesary. If you don't know how, just click on each bodypart mesh and right-click "Hide Selection" until you only have the bones, select them all and delete them. Then just Right-click and "Unhide All" Import/Merge your new Character Model.
It will most likely appear on a diferent position, rotation and scale than Niko. If that happens, we have to adjust him until he fits Niko's body. To adjust it just move, rotate and scale your model until it's ok. (You can create a separated set of bones to adjust it easier if they are not in the same Pose)

Depending on your model it could be easy or really hard. I can't help you there. But try to adjust it as close to Niko as possible.
Once that's done, we now have to separate our model in parts like Niko. Going to the Editable Mesh or Editable Poly on your model and selecting the polygons for each body part and detaching. You can use F3 and F4 (wireframe modes) to help you out, since both models are on top of each other. You can also Isolate* your model or just delete Niko (Don't remove hands yet). *Right-Click "Isolate Selection".
Note: If your model is unified, wich means it's 1 whole mesh and you can't select each part with Element selection (The red Cube) you will have to use Polygon Selection (Red Square)
If you are on Editable Poly you can make use of the "Grow" button. Select some polys from the bodypart and start clicking on Grow until enough is selected.

And when you are done it should look something like this:
 Each body part is separated, exept hands.
Now let's remove the model hands and adjust the wrists to align with Niko hands. Cut your model's hands, and then with Editable Poly use Border Selection to close the hole. To close it just click on the border of the hole (it should select the whole border) and while holding shift Scale it down until it's a tiny hole. With the border still select hold Ctrl and change to Vertex Selection (border should still be selected, but in vertex mode) and use WELD to merge all thouse vertices.

To finish it, just try to adjust the vertices to avoid obvious seams. You can help yourself with Snap tool (marked on the pic, remember to set it to Vertex only by right clicking it, then just move each vertex to the position of each vertex on the hand the best you can)
 Repeat with the other hand.
 Might not be perfect, but atleast we will have fully functional fingers with no rigging! Now delete Niko's hand. (And the rest of his body if you still havn't). Remember to turn off Snap Tool if you used it.
You are done with the Model. Now it's time to Rig.
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goin-god  |
Posted: Wednesday, Jul 13 2011, 08:35
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High Roller

Group: $outh $ide Hoodz
Joined: Mar 18, 2007



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4. Rigging the Model
Remember we have to rig each body part separatly. So we will delete all the parts of our model exept the one we are going to rig. (Remember to save them to rig them later!!)
4.a. Rigging the Head
Note: There seems to be a bug with GIMS atm, wich causes the faces to get screwed up ingame when you rig all the Bones in Niko's face. Because fo that, we will not rig thouse bones.
Select your whole model and delete everything but the Head. Now go to GIMS and click on ODR/ODD under Import to import Niko's head again.

If you did everything right, it should fit your model as before.
Now click on Niko's mesh go to Editable Mesh, a dialog box will appear click "Yes". Select all Vertices and Attach your head to it (by clicking on Attach button and then your model, once done turn off Attach). With Niko head still selected press your Delete button, and if you did things right your Head model should be the only mesh left... but with Niko's Bones!

To check that it worked, click on the "Char_Head" bone and rotate it a bit, if you mesh moves with it everything works fine. (Remember to erase the rotation with Ctrl-Z)

Now let's unrig the face bones that will probably get screwed up ingame. (Hopefully this will get fixed, some models turn out with a good face rig sometimes) To do so we go to the Skin Modifier on our recently rigged Head. Turn on "Edit Envelopes" and tick Vertices. Now select the "char_head" bone on the Bones list. You will see the parts of the head that are affected by this bone, we have to include the parts of the face that are not red. Select face vertices and go to "Abs Effect" on Weight Properties, set it to 1. Then Hit "Paint Weights" twice.
 You can add diferent weight effects to make it smoother. When done, turn off "Edit Envelopes"
The Head should now be correctly rigged.
Now go to the Editable Mesh modifier, when the dialog appears click yes again, turn on the Polygon Selection mode and scroll down to the "Surface Properties" tab, select the whole mesh (Ctrl+A) and in Set ID write "1" then hit enter. Leave Polygon Selection and Editable Mesh.

Now open the Material Editor (Press M) and Click on "Standar" to change it to GTA IV Material.

On first Material use "Ped", on second use "gta_ped". Assign your Diffuse Map (Texture), your Bump and Specular if you have any.
Note: GTAIV only supports 1 texture per Mesh. You need 1 texture for the whole head. This applies to all bodyparts.
Adjust the Bump, Specular and Spec. Color as you wish. (You wont see the result in Max) Now Select your Model, Apply the texture and Click on the View on Viewport Button.

To finish, set the Material ID to 1. (Click and hold)
 Now is time to export the Model.
5. Exporting your Model Note: This is the same for each bodypart.
Open GIMS again, this time Select your model and click on ODR/ODD on EXPORT. Export it. Note: Be sure than ">Mode" is set to ODR.

Now navigate to the folder you exported the model wich should look like this (For the HEAD):

Go to OpenIV, then "File->Create...->IMG Archive" and create an IMG archive somewhere. OpenIV will automaticly open it, and it will Activate "Edit Mode". Click yes. Now go to "New->Import OpenFormats->Drawable Model" And select your recently exported ODR. The Open formats window will appear and click Ok. It will convert the file to GTAIV WDR. Now you can see it inside your new IMG, select it and hit Ctrl+E to extract it as a WDR. Now go back to Model folder to open the playerped.rpf. Replace the Original model WDR with the one we've just created. If you want, open it to see if its OK.
To create the WTD (Texture Dictionary) you just need to look for the original WTD (should have same name as the model) open it in Edit Mode and replace the Diffuse texture with your own, names are not a problem. If you are wondering about the Normal Map and Specular map, they are exported inside the WDR. 
That's it. Body Part done. You can now Test it ingame to see if everything works fine.
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ManDog  |
Posted: Wednesday, Jul 13 2011, 09:37
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Mein Kraft

Group: Members
Joined: Apr 6, 2011


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I did all that on my player model. But crashes, because i have 2011, and i don't have enough money to get 2010, and my brothers/dad/mom, etc don't trust me in torrenting, and it crashes, because i can't do materials, 2011 has a really brand new material editor, which has removed some features that i need in the process  Ah well, i'll go back to boring ol' sa moddin.
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ManDog  |
Posted: Wednesday, Jul 13 2011, 10:33
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Mein Kraft

Group: Members
Joined: Apr 6, 2011


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WTF? i got onto material bit, changed my material to GTA IV Material Then i got a FATAL error, then material editor menu got screwed up  EDIT: Got it to work, but in the 2nd material, i don't have a "gta_ped" option  EDIT2: Still don't have a gta_ped, so i left it at GTA_default, probably crash ingame tho.. anyway, now i'm on to diffuse' etc maps, but i don't have any, how do i make one? EDIT3: God, another EDIT. Anyway, i got past the whole thing, and now. GIMS and 3dsmax thinks my object is a sh*tting map -_-; dummy dev_col cannot be found! my 3dsmax is a piece of sh*t This post has been edited by ManDog on Wednesday, Jul 13 2011, 10:48
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goin-god  |
Posted: Wednesday, Jul 13 2011, 17:01
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High Roller

Group: $outh $ide Hoodz
Joined: Mar 18, 2007



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| QUOTE (GooD-NTS @ Wednesday, Jul 13 2011, 07:14) | You no need do that is this long way. You can simple, open playerped.rpf in edit mode. Then you can simple replace WDR file for ODR by using import function. For example:- Open playerped.rpf and go to edit mode.
- Go to
- "New->Import OpenFormats->Drawable Model" or
- "New->Import OpenFormats->Multiply import" or
- "RMB->Multiply import" or
- just drag-and-drop ODR file from Windows Explorer into OpenIV.
When you doing Import OpenIV will convert ODR file to WDR and replace existing file in RPF archive. | Unfortunatly It's the first thing I tried, but makes the game crash. It seems to be buggy with RPF's.
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goin-god  |
Posted: Thursday, Jul 14 2011, 02:32
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High Roller

Group: $outh $ide Hoodz
Joined: Mar 18, 2007



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| QUOTE (vans123 @ Wednesday, Jul 13 2011, 23:22) | | Coin; could you check pictures links? most of them are down or broken, i guess you need to get a more trustful host so they last forever | They all work for me.
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