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ArthurLopes

Need some help with PED modding

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ArthurLopes

so i wanted to convert a ped to gta v and i did all the armature in my model just like the one i extracted from gta v and everything seemed fine, but now the model is all screwed in game and the only thing that seems to be in the right place is the hair.

 

here is a screenshot of 3dsmax:

O7VXEni.png

 

open iv screenshot: 

32gYOOV.png

 

and here is the in-game... something i dont know:

qby9rEw.png

 

if someone has a clue of why this is happening i would apreciate the help, thanks!

 

edit: here is my bone hierarchy if it helps in anything https://pastebin.com/dqwFiAcq

Edited by ArthurLopes

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lpgunit

As a test, what if you move the bones in 3DS Max? I.e. select a bone or two and rotate it - it shouldn't spaz out if the mesh is weighted properly to the armature.

  • Like 1

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ArthurLopes
4 hours ago, lpgunit said:

As a test, what if you move the bones in 3DS Max? I.e. select a bone or two and rotate it - it shouldn't spaz out if the mesh is weighted properly to the armature.

Everything is moving just fine, here is a quick video showing me moving the bones: https://youtu.be/aqzPORZ8e4w

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ArthurLopes

i decided to do everything from scratch again, everything is fine in 3dsmax and i can export with gims evo but when i try to use the model ingame it crashes.

 

i tried to export the compiled model to .odd to see what was wrong but i get this error:  Skinning data is present in vertex buffer, but bone mapping does not exist.

 

 

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lpgunit
On 1/21/2019 at 7:34 PM, ArthurLopes said:

Everything is moving just fine, here is a quick video showing me moving the bones: https://youtu.be/aqzPORZ8e4w

Hmm, mind if you tell me where you originally got the model from? What I basically do whenever a model spazzes out ingame but not in Max is to export it as an Unreal Engine PSK and reimport it again using something like Gildor's PSK import script. In most cases that fixed any model or material anomalies I have with exporting.

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ArthurLopes
16 minutes ago, lpgunit said:

Hmm, mind if you tell me where you originally got the model from? What I basically do whenever a model spazzes out ingame but not in Max is to export it as an Unreal Engine PSK and reimport it again using something like Gildor's PSK import script. In most cases that fixed any model or material anomalies I have with exporting.

I got it from a Source Filmmaker addon which i used Blender Source Tools to extract the model, but now i cant even use the model it just crashes my game with no error or anything.

 

I have the same bone count in this model as the one from GTA V that i've imported as a reference and even the same ID's, but still the game crashes.

 

The armature even shows up in Codewalker: KkKpcAq.png

 

and the only thing that the log tells me is this generic "cant read file" thing: 5REUJTD.png

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ArthurLopes

ok another update, i set everything to use the same material and it didnt crashed but now the same issue from before still exists: 0_1548169745300_upload-992254ed-3bf2-458f-8384-1e87b1a6aa9e

weirdly enough, some things like the eyes and the mouth are infact working like they should but something with the hierarchy must be wrong 0_1548169861878_upload-f0ebd89d-ed02-4ecf-ab51-7be96b00cf26

 

Here is another video showing up the facial features working: 

 

actually it seems that only the head model has a working bone system

Edited by ArthurLopes
new info

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lpgunit

I've had a lot of trouble exporting objects from Source Engine games based on my experience, so what I can suggest for now is to convert the model first to an Unreal PSK as I said earlier. Once that's done, import it again using the tools I mentioned, export it to .OBJ then re-import and rig it again to the GTA V armature.

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ArthurLopes
6 hours ago, lpgunit said:

I've had a lot of trouble exporting objects from Source Engine games based on my experience, so what I can suggest for now is to convert the model first to an Unreal PSK as I said earlier. Once that's done, import it again using the tools I mentioned, export it to .OBJ then re-import and rig it again to the GTA V armature.

well, i managed to make everything "work" but the armature seems rotated in 90 degrees or something like that, shouldn't be hard to fix but i gotta figure out how.

at least my textures are working, but i gotta edit the ymt to add the other cosmetics.

 

 

 

 

Edited by ArthurLopes
  • Like 1

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lpgunit

That shouldn't be considered a glitch, it's supposed to be symbolism. It represents your character's struggle as she tries to understand herself.

 

Kidding aside, looks like it's going good then.

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ArthurLopes
11 hours ago, lpgunit said:

That shouldn't be considered a glitch, it's supposed to be symbolism. It represents your character's struggle as she tries to understand herself.

 

Kidding aside, looks like it's going good then.

i managed to make it work properly but it seems that the original skeleton is being used or something, i even tried to export a custom armature with zmodeler 3 but it has no impact. 0_1548334710286_20190124105625_1.jpg

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ArthurLopes

almost everything is working rn but i think there's something wrong with the ik bones that make my character's pelvis be lower that it should HoidfWa.jpg

the hands also seem to be out of place Fr0EDV2.jpg

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lpgunit

What if you have her hold a weapon or an item such as a cellphone? Are the items held correctly especially in first-person?

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ArthurLopes
8 hours ago, lpgunit said:

What if you have her hold a weapon or an item such as a cellphone? Are the items held correctly especially in first-person?

they are a bit off but it "works"  Orqu4oA.jpg

Zd5JmRe.jpg

7gK99OQ.jpgbDb0GZc.jpg

OJuoz7X.jpg

 

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NOTHING2

i know why

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