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Need help with making 3d GTA SA animation | 3ds max Kam's GTA scripts


fnavas00
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Hello,

I have been attempting to create a 3d GTA animation for a few years now every time I run into some kind obstacle that keeps me from moving forward.

I am fairly new to 3ds max, I managed to import cutscene strp4b2.ifp (house party mission) the scene consists of 9 moving parts including: CsCigRydr3,  csgrove1, csmtbike92, csplay, csryder, cssweet, fam1, fam2, and fam4 

I have been able to import the .dff models  and attach the .ifp animations all of them except for csplay.dff and csmtbike92

csplay.dff is CJ but when you import it into 3ds all you see is the armature.. I should note that since in the game CJ is customizable his character consists of separate model for hands, feet, legs, torso, etc. so you have to  import these body parts indiviually.  After doing so I grouped them together, added skin modifier, added the bones and applied the ifp animation.. unfortunately this doesnt work properly CJs body parts will just float around randomly instead in place with armature animation. 

 

I dont know what else to do here... how are people able to create these amazing animations yet when I try something always goes wrong... 

Also, I am unable to get stuff like custcene car animations to work... how are people able to get these to work properly please help

Edited by fnavas00
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Update: I have managed to separate "clumps" of the .dff models for jeans.dff, shoe.dff, hands.dff, torso.dff, and head.dff; I found a tutorial for separating these objects with RW Analyze since I was not having luck doing it via Kam's Scripts. Was able to create default CJ. Now the only issue I am facing is having default CJ do csplay.dff animation, he will still float around in t pose around skeleton doing animation.  Suspecting this might be a simple fix im very new to 3dsmax I don't know how to rig properly especially with 3ds Max 'editing envelopes' looks nothing like the tutorials ive found online.

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