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How do you change the character's driving animation?



  • If you don't know what I mean, it's the different seat animations. In most sports cars, the character has their hands on the wheel at 9 and 3, and have their knees up close to them. In bulky SUVs, the character will sit normally with hands on the wheel at 10 and 2, or 11 and 1.
    And maybe with this how to change the hand position? When people make car mods with the feature of the character's hands actually ON the wheel (and not like behind or in front of it or something), do people resize the steering wheels to fit or do they reposition the hands?



  • @mrwallace888
    I can't answer your question directly but I'll give your thread a little bump as I am also interested in tracking down info on certain driving animations. Specifically, I want to remove the way the character barrels forward toward the steering wheel when the car brakes. I think it looks dumb as f**k :angry: , far too exaggerated, really bugs when driving a convertible with the roof down etc.

    Edit (found my braking animation fix):

    'vehicletasks.ymt'

          <HeavyBrakeYAcceleration value="0.00000000"/>
    

    I'm pretty sure hand position (as relates to character actually holding the steering wheel correctly anyway) needs to be edited using Zmodeler. No way to do that using game files afaik.
    I know you can alter the height your character sits at by changing the layout line in 'vehicles.meta':

          <layout>LAYOUT_LOW</layout>
    

    I've only ever used it to stop the character's head popping out through the roof but I don't drive in first person so have never checked whether it might alter the hand position height etc. I doubt it, but as you mentioned differences between sports cars (typically low) & SUV's (typically higher sitting position) it's kinda tied to what I use the layout line for & might be worth playing around with?

    Edit: CONFIRMED - The layout does alter the hand position :thumbsup: (just not ideally. See pics)

    LAYOUT_ LOW (10 & 1 position):

    LAYOUT_LOW

    LAYOUT_TRUCK (9 & 3 position):

    LAYOUT_TRUCK

    Obviously, as you can see, it doesn't work perfectly so I reckon editing in Zmodeler will still be required but at least we know it is possible.

    It's also worth noting that the feet positions change also:

    LAYOUT_TRUCK

    LAYOUT_ TRUCK_02

    I tested using the 'LAYOUT_TRUCK' layout as I figured it would make the most obvious changes. Like the Flintstones it did! lol
    There are other layouts that might be able to give a better result (hand on wheel etc).

    Here are all the layouts I found in the main 'update.rpf' 'vehicles.meta' (there will be more in other vehicles.meta files. I also ignored bikes, heli's, planes & boats):

    LAYOUT_LOW
    LAYOUT_LOW_RESTRICTED
    LAYOUT_LOW_BFINJECTION
    LAYOUT_LOW_CHEETAH
    LAYOUT_LOW_DUNE
    LAYOUT_LOW_ENTITYXF
    LAYOUT_LOW_INFERNUS
    LAYOUT_LOW_SENTINEL2

    LAYOUT_STANDARD
    LAYOUT_STD_LOWROOF
    LAYOUT_STD_HABANERO
    LAYOUT_STD_HIGHWINDOW
    LAYOUT_STD_EXITFIXUP
    LAYOUT_STD_RIPLEY
    LAYOUT_STD_STRATUM
    LAYOUT_STD_STRETCH
    LAYOUT_STD_ZTYPE

    LAYOUT_VAN
    LAYOUT_VAN_POLICE
    LAYOUT_VAN_BODHI
    LAYOUT_VAN_CADDY
    LAYOUT_VAN_MULE
    LAYOUT_VAN_PONY
    LAYOUT_VAN_BOXVILLE
    LAYOUT_VAN_TRASH
    LAYOUT_VAN_JOURNEY
    LAYOUT_ONE_DOOR_VAN
    LAYOUT_RIOT_VAN

    LAYOUT_BISON
    LAYOUT_RANGER
    LAYOUT_RANGER_SWAT
    LAYOUT_RANGER_SANDKING
    LAYOUT_4X4

    LAYOUT_TRUCK
    LAYOUT_TRUCK_BIFF
    LAYOUT_TRUCK_TOW
    LAYOUT_TRUCK_DOCKTUG
    LAYOUT_TRUCK_BARRACKS
    LAYOUT_TRUCK_MIXER
    LAYOUT_FIRETRUCK
    LAYOUT_DUMPTRUCK

    LAYOUT_BUS
    LAYOUT_TOURBUS
    LAYOUT_PRISON_BUS
    LAYOUT_COACH

    LAYOUT_BLIMP
    LAYOUT_BULLDOZER
    LAYOUT_CRANE
    LAYOUT_FORK_LIFT
    LAYOUT_TRAIN
    LAYOUT_CUTTER
    LAYOUT_MOWER
    LAYOUT_TANK
    LAYOUT_TRACTOR2

    Might be worth your time trying out layouts from the same category (low/standard etc) as the vehicle you are editing & see if anything might work? Best of luck :thumbsup:


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