Question about convertible cars

GTA:V Modding with ZModeler3 discussion.

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Question about convertible cars

Postby Danix.93 » Fri Jun 09, 2017 3:23 am

Hi Oleg, I wanted to ask you if there is a way to avoid a soft-top roof of a convertible car (original GTA V model) from splitting into parts after exporting it...
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Re: Question about convertible cars

Postby Oleg » Fri Jun 09, 2017 3:44 am

soft-top models have to be loaded with option "slice to parts" toggled off. otherwise, you will loose the smooth stretchy surface behavior of these models.
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Re: Question about convertible cars

Postby Danix.93 » Sat Jun 10, 2017 12:07 am

Ok, I did, but now the model is a single mesh and there is a skeleton. How to proceed? How to export it?
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Re: Question about convertible cars

Postby Oleg » Sat Jun 10, 2017 5:46 am

you can export it the same way, it will be ok. it's quite tricky to edit the object as a single mesh, but this is the only option to keep smooth roof animation.
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Re: Question about convertible cars

Postby Danix.93 » Sat Jun 10, 2017 6:51 am

I undestand... So there is no way to rig an already edited car? Somethink like ped modding, importing original car model with "slice to parts" toggled off and rename the .skel and rig the model?
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Re: Question about convertible cars

Postby Oleg » Sat Jun 10, 2017 7:25 am

editing convertible vehicle is absolutely the same as editing rigged ped model.
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Re: Question about convertible cars

Postby Danix.93 » Sun Jun 11, 2017 1:43 am

So here's what I did:
1) Edited "sliced to parts" Felon GT (before this topic)
2) Imported original Felon GT model with "slice to parts" OFF and "combine with existing model" ON into the project I was working
3) Renamed the "felon2_hi" dummy with the .skel as children to ".global"
3) Rigged the roof parts with paint and binded them to .skel with select/mark tool
4) Exported

But in game the roof is still splitted in it's parts... What am I mistaking?
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Re: Question about convertible cars

Postby Oleg » Sun Jun 11, 2017 1:55 am

it should be something like this:
1. load your edited model with "slice to parts" off.
2. select and detach roof from .mesh object, name it as "roof";
3. load original model with "slice to parts" off.
4. (optionally) detach roof from original model into "roof_original" object (to prevent unintended weight being copied onto your roof object)
5. bind "roof" with .skel object from original model;
6. copy weight from original roof ("roof_original" or ".mesh") onto "roof" object
7. attach "roof" to your modded ".mesh" object.
8. export.

note, I expect .skel in your model and in original model to be absolutely identical, otherwise wrong bones will be affecting roof. If skeletons are not identical, add extra step before step #7: use Rigging\Skeleton\Bind tool to bind "roof" from original ".skel" onto your modded ".skel". Note, do not use "unbind" tool, you need to bind an object that is already bind to a skeleton. In such a scenario, the binding will automatically remap bones matching them on names.
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Re: Question about convertible cars

Postby Lord Neophyte » Sun Jun 11, 2017 6:10 am

hey Oleg

It`s possible u made a short tutorial video about this part ?

this would help me and a lot of other people a lot
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Re: Question about convertible cars

Postby Oleg » Sun Jun 11, 2017 6:23 am

barely possible, very short on time these days.
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Re: Question about convertible cars

Postby Lord Neophyte » Sun Jun 11, 2017 7:02 am

i hope u find some time for this....in the future :-)

that would be great
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Re: Question about convertible cars

Postby Danix.93 » Mon Jun 12, 2017 11:38 pm

Thanks Oleg for the support! It worked, but unfortunately i didn't liked the result... I have to retry later...

I want to ask you, if OpenIV team manages to export .ycd files (animations) do you think that you will implement a .ycd function to the animation editor, in way to create custom roof animations?
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Re: Question about convertible cars

Postby Oleg » Fri Jun 16, 2017 5:39 am

haven't planned it yet, but I think it could be possible at some point.
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Re: Question about convertible cars

Postby Landrei » Sat Dec 09, 2017 2:05 am

Hi Oleg could you explain a bit more how we can make convertible cars like this https://youtu.be/CNFz85o38wo?t=15s ?
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Re: Question about convertible cars

Postby Oleg » Sat Dec 09, 2017 10:07 am

this is a replacement of "carbonizzare" vehicle that has this roof animation natively.
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Re: Question about convertible cars

Postby tall70 » Sat Dec 09, 2017 9:11 pm

After you find type of roof you want to have...you can start by using all original components for your model and link it all (dummies to all components) as you see on original and make sure all your roof parts have collisions like originals. Test how it works in game, even all motions will not match your vehicle, just make sure it all moves properly in game. Then you start adjusting placements and angles of axis for each part, adjusting spin limits, to make all moves match your vehicle with least clipping.

However when i tried this some time ago, there was bug which make different parts of car spin instead of roof pieces, so it made bumpers, bonnet, fenders (if vehicle has separate ones), etc, spin upon game restart. That may have been resolved, but before you spend countless hours doing it, research it up, maybe with modders who made these already recently
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Re: Question about convertible cars

Postby Landrei » Mon Dec 18, 2017 4:51 am

Oleg wrote:this is a replacement of "carbonizzare" vehicle that has this roof animation natively.

Yeah it has it natively but it is a custom mesh not mesh from carbonizzare how did he do that without it bugging in?
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Re: Question about convertible cars

Postby ASlap » Sun Feb 18, 2018 6:51 am

Hi Oleg, been trying myself to get this Softroof to work and tried to follow intructions mentionned here but sadly with no success.
Please show us how to do it!
Here my weird result with original Tornado roof:

https://imgur.com/FOijFdX
https://imgur.com/KSUYRZ6
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