IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
  Reply to this topicStart new topicStart Poll

 How to make a head model fit luis bones?

 
MrSmarter22  
Posted: Tuesday, Jul 10 2012, 22:42
Quote Post


Our Ugly World Model Artist
Group Icon
Group: Members
Joined: Dec 25, 2010

XXXXX



Hey


I got a head model which works well in GTA IV. But now I want to make it fit luis bones how can I do that? Is there any tutorial on how do to this?
Users WebsitePMMSNXbox Live
  Top
 

 
aacclapd  
Posted: Wednesday, Jul 11 2012, 11:13
Quote Post


Map Modder
Group Icon
Group: Members
Joined: Jan 6, 2012

es.gif

XXXXX



you have to import the model to 3dsmax and(head model) and import luis head also.
then just put the head in the luis head model place and then copy luis modifier in the new gta iv model and export it.
use SCHEMATICAL VIEW to edit this issues.(inside 3dsmax).

its a short explanation so you may not understand all of it, any doubt just tell it.
PM
  Top
 

 
MrSmarter22  
Posted: Wednesday, Jul 11 2012, 20:37
Quote Post


Our Ugly World Model Artist
Group Icon
Group: Members
Joined: Dec 25, 2010

XXXXX



LOL never really worked with 3dsmax hmm could you do that for me?
Users WebsitePMMSNXbox Live
  Top
 

 
aacclapd  
Posted: Thursday, Jul 12 2012, 16:21
Quote Post


Map Modder
Group Icon
Group: Members
Joined: Jan 6, 2012

es.gif

XXXXX



not really, but you can try learning things by your self.just like i did.
PM
  Top
 

 
Reptile  
Posted: Wednesday, Aug 1 2012, 23:54
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jun 30, 2005

gr.gif

XXXXX



Sorry to bump this topic but I didn't want to create a new 3ds max/GIMS/Open Formats problem thread.
After some trials and just as many errors I think I need your help.
So here's what I did:

I exported a ped's .wdd, .wft & wtd with Open IV. I opened 3ds max '12, imported that ped with GIMS, didn't change anything, exported the ped to a new folder, and finally imported it back to the game.
And there it looks like this:

user posted image

Can someone help me please?
PMMSNICQPlayStation Network
  Top
 

 
aacclapd  
Posted: Thursday, Aug 2 2012, 10:38
Quote Post


Map Modder
Group Icon
Group: Members
Joined: Jan 6, 2012

es.gif

XXXXX



QUOTE (Reptile @ Thursday, Aug 2 2012, 00:54)
Sorry to bump this topic but I didn't want to create a new 3ds max/GIMS/Open Formats problem thread.
After some trials and just as many errors I think I need your help.
So here's what I did:

I exported a ped's .wdd, .wft & wtd with Open IV. I opened 3ds max '12, imported that ped with GIMS, didn't change anything, exported the ped to a new folder, and finally imported it back to the game.
And there it looks like this:

user posted image

Can someone help me please?

when you import ped models to 3dsmax the geometries have skin modifier so you have to export the model with skin modifier not editable mesh or editable poly
skin modifier contains bones info so if you dont have that info the model will mess up
what you have to do is:
import to 3dsmax, copy the geometry object with skin modifier in the scene.(ex:uppr_001_u, purple tab in the SCHEMATICAL VIEW,copy it to have the skin modifier at the end of modelling).
modify the ped and when you're finished copy the skin modifier from the copied object and then paste it to modellate object.
delete old copied model and then export the model.
all should be alright if you follow this instructions. i hope it was helpful smile.gif
PM
  Top
 

 
Reptile  
Posted: Thursday, Aug 2 2012, 11:43
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jun 30, 2005

gr.gif

XXXXX



QUOTE
when you import ped models to 3dsmax the geometries have skin modifier so you have to export the model with skin modifier not editable mesh or editable poly
skin modifier contains bones info so if you dont have that info the model will mess up
what you have to do is:
import to 3dsmax, copy the geometry object with skin modifier in the scene.(ex:uppr_001_u, purple tab in the SCHEMATICAL VIEW,copy it to have the skin modifier at the end of modelling).
modify the ped and when you're finished copy the skin modifier from the copied object and then paste it to modellate object.
delete old copied model and then export the model.
all should be alright if you follow this instructions. i hope it was helpful


Thanks for your answer. The skin modifier is there. This is how it looks. That's okay, isn't it?

user posted image

Doesn't work.
PMMSNICQPlayStation Network
  Top
 

 
aacclapd  
Posted: Thursday, Aug 2 2012, 14:50
Quote Post


Map Modder
Group Icon
Group: Members
Joined: Jan 6, 2012

es.gif

XXXXX



thats perfect. now you can export it (shouldnt be any problems).but dont forget to delete old object ok?
PM
  Top
 

 
Reptile  
Posted: Thursday, Aug 2 2012, 14:58
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jun 30, 2005

gr.gif

XXXXX



Yes, but that's the problem. That's how it always looks in 3d max. And it's always screwed up ingame.
Is there's something more to do? Maybe with those exported files?
PMMSNICQPlayStation Network
  Top
 

 
aacclapd  
Posted: Thursday, Aug 2 2012, 19:50
Quote Post


Map Modder
Group Icon
Group: Members
Joined: Jan 6, 2012

es.gif

XXXXX



if its that so, i'll need to know what do you do exactly step by step to find out what you are doing wrong, do you mind?
otherwise, i can help you.
PM
  Top
 

 
Reptile  
Posted: Thursday, Aug 2 2012, 20:54
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jun 30, 2005

gr.gif

XXXXX



Okay. Here we go. Step by step.

01. I export m_y_chopshop_01.wdd, m_y_chopshop_01.wft and m_y_chopshop_01.wtd as open formats in folder 1.
02. Then import m_y_chopshop_01.odd in 3ds max via GIMS IV from folder 1.
03. Because the problem occurs no matter what I do, even if I don't do anything, let's say I don't change nothing. (skin modifier is there)
04. I select everything in the scene. The dummies, skeletons and geometries. In this case 335 entities selected.
05. I export the whole scene via GIMS IV to folder 2
06. Then create a new IMG archive in which I import my new m_y_chopshop_01.odd from folder 2 and the original m_y_chopshop_01.otd from folder 1.
07. Now I have my new m_y_chopshop_01.wdd and m_y_chopshop_01.wtd which I then import to componentpeds.img.

You've seen the result.

I noticed that the original mesh files seem to be separated in 4 parts. 2x Idx and 2x Verts.
In the exported mesh file those parts seem to be melted together. 1x Idx and 1x Verts.

Don't know if that's important.
By the way. Thanks for your effort.
PMMSNICQPlayStation Network
  Top
 

 
aacclapd  
Posted: Thursday, Aug 2 2012, 21:26
Quote Post


Map Modder
Group Icon
Group: Members
Joined: Jan 6, 2012

es.gif

XXXXX



do you also export wft to openformats?
it is not really necessary cuz open iv and gims iv dont support wft fragtype objects yet.
if you imported wft with all the files that file carries there is your problem, you dont have to touch wft cuz they only set peds collision and its very important not to try to modify it.(any change will mess up the file cuz open iv has not any support for that file and export it to wft is useless)
and you dont have to make a new img archive, you have to import odd file directly to the componentpeds.img archive.and it will automaticaly replace by the existing file.
this may not be what you're lookin for but anyways dont move any .mesh file or .skel file anywhere out of the folders gims iv or open iv automaticaly prepare for the files.
dont forget to backup your files. smile.gif

This post has been edited by aacclapd on Thursday, Aug 2 2012, 21:31
PM
  Top
 

 
Reptile  
Posted: Friday, Aug 3 2012, 02:16
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jun 30, 2005

gr.gif

XXXXX



Mhh, now I just exported the .wdd and .wtd, didn't touch the .wft and imported them directly to componentpeds.img.
Still doesn't work.
PMMSNICQPlayStation Network
  Top
 

 
aacclapd  
Posted: Friday, Aug 3 2012, 16:02
Quote Post


Map Modder
Group Icon
Group: Members
Joined: Jan 6, 2012

es.gif

XXXXX



men if that didnt work i dont really know what's your problem.
i've made L.A.P.D officers with badge and more issues in the belts and i changed some characters.(personal mod)
i made exactly what i told you and i dont have any problems.
post in this topic (open iv official webpage)
GooD-NTS or Chipsman can solve your problem.
if it isn't something to do with open iv importing, then post here(GIMS IV official topic) and 3Doomer will help you.

This post has been edited by aacclapd on Friday, Aug 3 2012, 16:06
PM
  Top
 

 
Reptile  
Posted: Saturday, Aug 4 2012, 22:39
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jun 30, 2005

gr.gif

XXXXX



Okay. I asked in the official GIMS IV topic. Let's see what they say. Thanks for your effort.
PMMSNICQPlayStation Network
  Top
 

 
aacclapd  
Posted: Saturday, Aug 4 2012, 22:40
Quote Post


Map Modder
Group Icon
Group: Members
Joined: Jan 6, 2012

es.gif

XXXXX



ok man, i hope you succeed.
PM
  Top
 

 

0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)

0 Members:

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG