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[V|REL] GIMS Evo for GTA V


3Doomer
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Can I download the previous older Gims Evo releases somehow?  I need a mid 2017 version /offline installer/.

I think, the inverted axis-  export problem is with the updated new version.

 

Thanks!

 

Edited by Innerfire
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  • 2 weeks later...
Kilowog01

Can anyone write a UPDATED tutorial (or preferably make a video) of how to create a ped in 3Ds? Zmodeler is trash, it may work but it's trash, I can not even look at it.
It's so f*cking frustrating, I've done everything, I have a mesh but I can not use the bones or biped of 3Ds and export to GTA. GIMS does not even recognize my files.

Imagine a Russian thinking "I'll create a tool, without a wiki, github, tutorial and as a cherry on top I will abandon the project completely". That's why even with so many years gone most of the character mods are crap.

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55 minutes ago, Kilowog01 said:

Can anyone write a UPDATED tutorial (or preferably make a video) of how to create a ped in 3Ds? Zmodeler is trash, it may work but it's trash, I can not even look at it.
It's so f*cking frustrating, I've done everything, I have a mesh but I can not use the bones or biped of 3Ds and export to GTA. GIMS does not even recognize my files.

Imagine a Russian thinking "I'll create a tool, without a wiki, github, tutorial and as a cherry on top I will abandon the project completely". That's why even with so many years gone most of the character mods are crap.

I think people are pretty much forced into using ZM3 because it's the only one that supports skeleton manipulation. If you can't manipulate the skeleton, then you have to deform the mesh to make it match the default skeleton. By manipulate, I mean change the length of bones, or change the overall scale etc... So if you have something that isn't default human ratios, like an Overwatch character for instance, then you have to screw-up the mesh to make it fit.

 

From what I have discovered with Gims (which isn't that much), you have to start by importing a default GTA V character and use that skeleton to rig your mesh around. Male characters seem to be based on the IG_Bankman and females seem to use something like A_F_Y_Tourist_01

 

I think the basics are, export the required model from GTA V as open formats. Export the yft file as a skel file and call that something like a_f_y_tourist_01 FULL.skel and that creates the correct bone names in 3DS Max. These exported GTA V  files are the only ones that Gims will read, if you have OBJ, FBX or 3DS files, then those are loaded through 3DS Max and not Gims.

 

Then it's a case of making your mesh match the skeleton, by stretching/squashing/rotating parts to line up with the bones/joints. Once it's all matching, you need to decide how you're going to split your mesh to match the parts of the GTA V model. Some modders seem to use all the valid parts, like head, uppr, lowr, hands etc... but I have also seen complete peds rigged as just the head, with everything in a single mesh. Each body part has the full skeleton in 3DS Max to rig onto, so I guess that's why some people go for the "attach it all as one part" option. I have no idea how that affects the texture assignment though. The most complex part is rigging and there does seem to be a shortcut to copy the weighting info from the original mesh to the new mesh, if the parts match very closely. The final part would be to create the textures and name them to match what the game expects, based on the parts you have used.

 

I know this is all probably vague and unhelpful but it might give you some idea of how to approach things. You can find GTA IV Gims tutorials and some people say it's just the same process. I never managed to follow any of them, because the one model I wanted to rig (Overwatch D.Va) needed a skel modification, which I couldn't do in 3DS Max, so I gave up. I personally hate ZM3, it's a trash app made by someone with zero understanding of how artists use a creative tool. It's also more buggy than 3DS 3 and that takes some doing. But the creator seems to have a monopoly on all the information for vehicles and most of the ped stuff and nobody else seems to be interested in getting that info into other apps. As such, it's "his way or no way", so I chose no way. Plus, now everyone has scattered into their own little Discord corners, information is being fragmented and is no longer a "community" thing. You now have to join 20 Discord servers to find the information that used to be on one forum.

 

I've only ever used Max, I've used it since version 3, when Character Studio was just an addon disc. If you're like me, you expect things to work a certain way because of what you're used to and when you're faced with something from someone with no design experience, the simplest things are a sh*tfest. The same thing happened with Gimp when it first came out, technically competent but with a UI designed by someone who didn't understand how a UI should work. I wish I could help you more and I wish there were more people prepared to offer help but as you can see from this thread, help seems to be ancient history.

 

 

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Kilowog01
8 hours ago, LeeC2202 said:

I think people are pretty much forced into using ZM3 because it's the only one that supports skeleton manipulation. If you can't manipulate the skeleton, then you have to deform the mesh to make it match the default skeleton. By manipulate, I mean change the length of bones, or change the overall scale etc... So if you have something that isn't default human ratios, like an Overwatch character for instance, then you have to screw-up the mesh to make it fit.

 

From what I have discovered with Gims (which isn't that much), you have to start by importing a default GTA V character and use that skeleton to rig your mesh around. Male characters seem to be based on the IG_Bankman and females seem to use something like A_F_Y_Tourist_01

 

I think the basics are, export the required model from GTA V as open formats. Export the yft file as a skel file and call that something like a_f_y_tourist_01 FULL.skel and that creates the correct bone names in 3DS Max. These exported GTA V  files are the only ones that Gims will read, if you have OBJ, FBX or 3DS files, then those are loaded through 3DS Max and not Gims.

 

Then it's a case of making your mesh match the skeleton, by stretching/squashing/rotating parts to line up with the bones/joints. Once it's all matching, you need to decide how you're going to split your mesh to match the parts of the GTA V model. Some modders seem to use all the valid parts, like head, uppr, lowr, hands etc... but I have also seen complete peds rigged as just the head, with everything in a single mesh. Each body part has the full skeleton in 3DS Max to rig onto, so I guess that's why some people go for the "attach it all as one part" option. I have no idea how that affects the texture assignment though. The most complex part is rigging and there does seem to be a shortcut to copy the weighting info from the original mesh to the new mesh, if the parts match very closely. The final part would be to create the textures and name them to match what the game expects, based on the parts you have used.

 

I know this is all probably vague and unhelpful but it might give you some idea of how to approach things. You can find GTA IV Gims tutorials and some people say it's just the same process. I never managed to follow any of them, because the one model I wanted to rig (Overwatch D.Va) needed a skel modification, which I couldn't do in 3DS Max, so I gave up. I personally hate ZM3, it's a trash app made by someone with zero understanding of how artists use a creative tool. It's also more buggy than 3DS 3 and that takes some doing. But the creator seems to have a monopoly on all the information for vehicles and most of the ped stuff and nobody else seems to be interested in getting that info into other apps. As such, it's "his way or no way", so I chose no way. Plus, now everyone has scattered into their own little Discord corners, information is being fragmented and is no longer a "community" thing. You now have to join 20 Discord servers to find the information that used to be on one forum.

 

I've only ever used Max, I've used it since version 3, when Character Studio was just an addon disc. If you're like me, you expect things to work a certain way because of what you're used to and when you're faced with something from someone with no design experience, the simplest things are a sh*tfest. The same thing happened with Gimp when it first came out, technically competent but with a UI designed by someone who didn't understand how a UI should work. I wish I could help you more and I wish there were more people prepared to offer help but as you can see from this thread, help seems to be ancient history.

 

 

In fact, your message was very useful to me. Your words have taught me more than the days I spent digging alone in both software and internet. Autodesk doesn't have the habit of doing very good UI, but at least it was made for an artist. But Zmodeler? that is horrible...

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Noobmaster69

How to import an mp character clothing model porperly?

Whenever i import a ydd file of an mp clothing,it comes with fake bones,which makes the script only allow me to export the model with default parameter

 

this is the error message which occured when exporting an mp clothing model.

[0 errors]
[1 warnings]
1 times:    Model "jbib_002_u/jbib_002_u" has got more than one root bone.
All of them will be grouped into a new one with default parameters and unique ID.
If you want to tweak these parameters, consider creating the root bone by yourself, and attaching your model bones to it.

 

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Hi a have a problem. I use a 3ds Max 2016. but GIMS doesn't work. "GIMS start - Can't start the Shared core. Failed to download the Shared core. May be, it isn't released yet." Someone can help me?

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Noobmaster69
17 hours ago, 3D3N said:

Hi a have a problem. I use a 3ds Max 2016. but GIMS doesn't work. "GIMS start - Can't start the Shared core. Failed to download the Shared core. May be, it isn't released yet." Someone can help me?

install it through Manual install instead of web install

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MrGTAmodsgerman
On 5/6/2019 at 11:53 AM, Kilowog01 said:

In fact, your message was very useful to me. Your words have taught me more than the days I spent digging alone in both software and internet. Autodesk doesn't have the habit of doing very good UI, but at least it was made for an artist. But Zmodeler? that is horrible...

I can feel your pain. I also was very confused about ZM3 rigging. And i am still confused. But since i figured it out how to rig a ped in 3Ds Max with GIMS EVO, i figured the technical way of how it works out.

I started with a robotic like ped model which is much harder then a simple human mesh. All you have to do is find a ped model in GTA 5 that fits with the model you want to convert. Then you export the skel file as LeeC2202 telled you and then use the skin weight copy modifier to force the rigged ped weight paint on your model as shown in the following videos.

 

These 2 videos helped me out to figure the mistery out that noone documented.

When you done the weight copy, you simply fix the skinning bugs by painting the envelopes like any other bone rigging model in 3Ds Max using the weight tool.

You may need to play around with it first. One problem i had was, that i saw influence painted on for ex. on a shoulder which i wasn't able to remove. My fault was that i didn't selected the right bone to erase it.

Because 3Ds Max will maybe show more then one influence painted vertex while having one bone selected. So make sure to avoid it.

BUT DO NOT FIX THE BUGS WITHOUT HAVING A MAX PROJECT BACKUP!

You may make something wrose while trying to fix the issues. More wrose then before. So save your project as new file while trying the fixes.

 

Also don't try to set any part of the body to influence of 0 (because you think that it will be strong)

It will freeze that part of your body a part away from the animation in the game.

 

And it is possible to recreate the .skel files! But you need to spend alot of time into reconnecting all bones and renaming them. You need to make a screenshot of a working bone list and then you can link them in your custom edit.

As some here mention earlier: If you have missing bone names, not fully loaded bones, then you need to put the file in the folder of the odr file.

 

I am maybe one of the first guys who did a comepletely new rigged Ped in 3Ds Max. Sadly noone did a straight video about it.

 

 

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BegKittyCat

SIO im getting a error where when i start 3ds it shows a error that says somethin abaut shared core and how it cudint be downloaded or isint released

 

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BegKittyCat

ok i i fugred out waths the problem i had  dds max 2020 but now i can find a 3ds max 2016 downlowd anywhere and i dont know if it supports 2017 can sombody help me?

 

 

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smokey-la-legende

 

i have a problem i have 3ds max 2013 i install gims as it says my it always shows me the following error "can't start the shared core. failed to download the shared core. may be, it isn't reakeased yet." plis HELP ME 

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On 5/8/2019 at 11:05 AM, MrGTAmodsgerman said:

And it is possible to recreate the .skel files! But you need to spend alot of time into reconnecting all bones and renaming them. You need to make a screenshot of a working bone list and then you can link them in your custom edit.

As some here mention earlier: If you have missing bone names, not fully loaded bones, then you need to put the file in the folder of the odr file.

 

I am maybe one of the first guys who did a comepletely new rigged Ped in 3Ds Max. Sadly noone did a straight video about it.

 

Your response is helpful. Do you know how to rig/export mp models correctly? I can't find a single tutorial on how to edit MP clothing items. I've been trying to rig this Plate Carrier vest for two days and I can't find anything that will help. There's no skel for mp clothing items that I can find. When I import the vest I get a bunch of fake bones and I'm not sure what to do with that. I can unwrap uvw map and make textures but the exporting part is the most confusing part

 

 

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On 5/6/2019 at 3:32 AM, Kilowog01 said:

Imagine a Russian thinking "I'll create a tool, without a wiki, github, tutorial and as a cherry on top I will abandon the project completely".

Imagine a man thinking "I'll create one-of-a-kind tool for poorly researched formats from scratch without any material support, while abandoning work and whole personal life with interests."

Can you? I sure can't.

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23 hours ago, 3Doomer said:

Imagine a man thinking "I'll create one-of-a-kind tool for poorly researched formats from scratch without any material support, while abandoning work and whole personal life with interests."

Can you? I sure can't.

Man what I gotta do to get rigging help from you? You seem to be the only person who can help me. 

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Is there any solution about the inverted axis error of the latest GIMS Evo exporting to GTA 5 method?  Why can this happening? I reinstalled it, the manual installer, but the problem still exist. The exported model laying instead of standing, and not positioned correctly into the rig's  axis position. I cant't import models to the game anymore.

Can a video card driver update cause problem like this? or what?  Will the next gims release fix this problem?

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GMS Start Error:

Can't start the Shared core.

-- Compile error: only throws without arguments are permitted in catch expressions -- that line repeated again once.

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MrGTAmodsgerman
On 5/17/2019 at 6:33 AM, travie. said:

Your response is helpful. Do you know how to rig/export mp models correctly? I can't find a single tutorial on how to edit MP clothing items. I've been trying to rig this Plate Carrier vest for two days and I can't find anything that will help. There's no skel for mp clothing items that I can find. When I import the vest I get a bunch of fake bones and I'm not sure what to do with that. I can unwrap uvw map and make textures but the exporting part is the most confusing part

 

 

I haven't do any much research in MP models. But aren't they work like pedestrians? Try to use some .skel file from a pedestrian. And at the other side you should look where the main mp body parts are located. Because the mostly use the same rig position.

The difference between SP character models, PEDs and MP PEDs, is that they have a different type of model splitting and position in the viewport.

I guess the PEDs are pretty the same as MP PEDs. You can simply try it by replaceing a sp PED with MP PED and look if the animation work in the game. Or you simply compare the viewport position. Import both type of models and 3Ds Max.

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It doesn't really work like that. Someone finally showed me and I been modding now, pretty good at it too. The skeleton you need to use is the MP Male one. It's simple but nonexistent on any forum.

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@3Doomer still thinking of making it open source and use a public repo? Then when it happens for you to have some free time you could just review any PR or try to fix any issue reported.

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I get "shared core" error when I start up 3ds max.
I've installed it manually and it fixes it but then it does it again after a while.
Please help

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Noobmaster69
On 5/21/2019 at 1:08 PM, travie. said:

It doesn't really work like that. Someone finally showed me and I been modding now, pretty good at it too. The skeleton you need to use is the MP Male one. It's simple but nonexistent on any forum. 

Would you care to share the workaround with us?

I have been trying to modify some mp clothings and ended up in failure as the parameters automatically changed back to defualt parameter when exporting

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  • 4 weeks later...
On 5/7/2019 at 11:23 PM, Noobmaster69 said:

How to import an mp character clothing model porperly?

Whenever i import a ydd file of an mp clothing,it comes with fake bones,which makes the script only allow me to export the model with default parameter

 

this is the error message which occured when exporting an mp clothing model.

[0 errors]
[1 warnings]
1 times:    Model "jbib_002_u/jbib_002_u" has got more than one root bone.
All of them will be grouped into a new one with default parameters and unique ID.
If you want to tweak these parameters, consider creating the root bone by yourself, and attaching your model bones to it.

 

Hello, do you found a solution for this? Cause I converting hair for mp character and when exports see the same message. Some one fixed this "just by converting .ymt file to .skel (skeleton of mp model with bones) into 3dsmax and then merging it with model.". I export head from mp character with full skel and then I dont fully understand what to do next.

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1 hour ago, Clopster said:

"just by converting .ymt file to .skel (skeleton of mp model with bones) into 3dsmax and then merging it with model."

After some hours I get it. To get hairs (may be other clothes too) first need export mp character yft as .skel head_000_r.ydd as odd and then in 3ds max attach hair to head, delete head and rename all "head" to "hairs".

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  • 3 weeks later...

Getting a message on export that my model has more than 1 root bone what do I do?

 

Thanks :)

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ShablomiStudios

Can this work with 3ds max 2017? I've seen people say it does but IDK how they get it to work!!

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Hey guys, I need some help about VERTEX over here.

 

In Sketchup Pro 2018 my house has 1987 Vertex mxtia9.jpg

 

 

In 3DS Max my COL obj has 21.268 (WTF??)

YVH7le.jpg

 

 

And MY MODEL has 21.268 too!!

hNubmE.jpg

 

 

So, I am getting 42.536 VERTEX!!!! And the limit is 32K.

eU2upa.jpg

 

 

I'm I missing something? Like, why I have less than 2k vertex in Sketchup, but in 3DS i automaticly have 21k for which obj? And why a MODEL obj has all this vertex? This should not just be applied to the COL obj? And I tryed using ProOptimizer but the collsions look like crap...

 

Thanks guys!!

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4 hours ago, ManoRusso said:

Hey guys, I need some help about VERTEX over here.

 

In Sketchup Pro 2018 my house has 1987 Vertex mxtia9.jpg

 

 

In 3DS Max my COL obj has 21.268 (WTF??)

YVH7le.jpg

 

 

And MY MODEL has 21.268 too!!

hNubmE.jpg

 

 

So, I am getting 42.536 VERTEX!!!! And the limit is 32K.

eU2upa.jpg

 

 

I'm I missing something? Like, why I have less than 2k vertex in Sketchup, but in 3DS i automaticly have 21k for which obj? And why a MODEL obj has all this vertex? This should not just be applied to the COL obj? And I tryed using ProOptimizer but the collsions look like crap...

 

Thanks guys!!

 

FOUND THE SOLUTION!!

Before you export the .3ds file from Sktechup, click on Options and on Priorize tab select "United vertices".

 

 

 

 

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