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Bad clipping in cars?!



  • Has anyone ever noticed how badly peds are scaling/clipping inside cars?! My female ped always has her knees clip thru the dashboard (or shift panel, to her right). This happens with pretty much all peds, btw (including the main protagonists).

    Probably asking in vain, but is there a way to adjust a ped's car-sitting animation? Would be nice. :)



  • @meimeiriver In the handling.meta files, there is this:

      <fSeatOffsetDistX value="0.000000" />
      <fSeatOffsetDistY value="0.000000" />
      <fSeatOffsetDistZ value="0.000000" />
    

    You could try changing those values in a vehicle that is giving you problems, see if that helps.



  • @LeeC2202 These settings are for when a seat is too high or too far inside the vehicle to normally reach it. The seat position itself wont be adjusted by that, it's just to tell the game there is a greater distance to the dummy :D



  • @SkylineGTRFreak Ah, got you.... I think. :D

    So is it the dummy location that dictates where the player sits?



  • @LeeC2202 yea, but maybe it can be changed in vehicles.meta. I can't check this atm, but I know that there is a value for setting the First Person View position, so maybe you can do the same with the actual ped position.



  • Thanks, guys! :) I'm going to play with these values.



  • @LeeC2202 said in Bad clipping in cars?!:

    @SkylineGTRFreak Ah, got you.... I think. :D

    So is it the dummy location that dictates where the player sits?

    Would make sense if it did. :) Similar like in Second Life, where the sitting script is inside a (usually invisible) prim, whose position can then be adjusted at will, without moving the chair.



  • Depends, if it is a ped that is not one of the 3 story characters, chances are it won't line up exactly the way it should. This goes for 95% of the peds in-game.



  • @TheLoneWolf293 said in Bad clipping in cars?!:

    Depends, if it is a ped that is not one of the 3 story characters, chances are it won't line up exactly the way it should. This goes for 95% of the peds in-game.

    There are sooo incredibly many different cars, chances are you are pretty much GUARANTEED to have things not line up, protagonist or no. :) Would have been nice if the game either scaled the used peds better (or just their legs, a bit), than have body parts clip thru the vehicle's interior.



  • Strange, I never noticed any clipping with main characters in any vanilla/DLC cars, but it pretty horrible with some custom peds, especially females. The only problem with main protagonists, is that in some cars seat position isn't very convenient, like in some muscles character is too low, and dashboard covers good view of the road. I tried messing with some setting in handling.meta, but turns out it makes it even worse, because for one character it might be more comfortable, but another one clips or has even less view, so I gave up this idea, can't do it better than in vanilla anyway so... tough luck.



  • @Forrest-Gimp I just loaded Michael, in the Porsche 918, and he's clipping too. To be fair, beautiful as the 918 is, it will probably never be known for its ample space. :)



  • @LeeC2202 said in Bad clipping in cars?!:

    @meimeiriver In the handling.meta files, there is this:

      <fSeatOffsetDistX value="0.000000" />
      <fSeatOffsetDistY value="0.000000" />
      <fSeatOffsetDistZ value="0.000000" />
    

    You could try changing those values in a vehicle that is giving you problems, see if that helps.

    I was just about to work on this (so as to adjust things for one car with a specific ped), but then I noticed... there are no rotation parameters! Like I want to rotate my ped over the X-axis a bit first, so as to make her tilt forward a bit, and move her back on the X-axis some, towards the seat. That would greatly improve the leg clipping.

    So, how can you access rotation params then?! There's nothing in handling.meta that even appears close to affecting that.



  • I believe you are talking about the clipping happening with knees and arms in very small cockpits, that is animation dependant and unless someone release a way to export, edit and re-import animations theres little to no way to fix this.

    Happens that layout animations for layout_low, layout_low_restricted, layout_low_infernus and all the other variants of basicly layout_low have the character knees too high BUT is the most useful layout given is the only animation with the hands actually higher than the shoulders, making it great for models comming from simulators, where steering wheels are gigantic...GTA's steering wheels are too damn small, mostly toy like steering wheels thats why you dont see them clipping thru characters knees.

    Same for most seats/transmission knob/center consoles, for example anything in the range of McLaren/Ferrari/Porsche/Lamborghini which come from simulator games, they were made for a really contracted position of the driver, and GTA's animation wasnt, thats why you see arms clipping thru them and sometimes even seats.

    What i have found to be a nice solution for fixing atleast seat clipping, is to fix the character to the steering wheel, if it doesnt, scale the steering wheel a little and once the character grabs the steering wheel, move the seats position(the actual seat, the object) backwards until it doesnt clip. NOTE: All of this needs to be done in Zmodeler, not fixable by .meta files.



  • @Vans123 Thanks for the detailed explanation! I think most cars are un-editable (like that Porsche 918); but for cars that are not, I could give Zmodeler a try.

    P.S. Love your cars! I have many of them! :)



  • @meimeiriver thanks, glad you understood my point. Happy you like my work too :)



  • @LeeC2202 said in Bad clipping in cars?!:

    @meimeiriver In the handling.meta files, there is this:

      <fSeatOffsetDistX value="0.000000" />
      <fSeatOffsetDistY value="0.000000" />
      <fSeatOffsetDistZ value="0.000000" />
    

    You could try changing those values in a vehicle that is giving you problems, see if that helps.

    Only now gotten around to tweaking this. Thing is, it doesn't work at all. I tried setting this in handling.meta:

    		<fSeatOffsetDistY value="-0.200000" />
    

    Which should be 20cm, right? But my ped's seating hasn't changed one iota. What am I missing here?



  • @meimeiriver Edit: Ignore me... I'm still talking nonsense if you saw what I posted. :(



  • @LeeC2202 Not sure what you said (I was in-game), but turns out fSeatOffsetDistY does something, but not what I expected. When I set it to like -1.0, you can see your ped tries to open the car door 1m closer to the trunk! (And actually 'ghost' enters the car there); but then immediately bounces back into what seems a locked seating position.

    Very frustrating.



  • @meimeiriver I posted some rubbish about camera positions, because I forgot this was about seating positions. :blush:

    I wonder if those values are just intended to compensate for slightly out of position door handles or something? I honestly don't know...



  • @LeeC2202 said in Bad clipping in cars?!:

    @meimeiriver I posted some rubbish about camera positions, because I forgot this was about seating positions. :blush:

    I wonder if those values are just intended to compensate for slightly out of position door handles or something? I honestly don't know...

    Camera offsets work like a charm. :) On most cars I now set em as much pulled back as possible (but not so much that you start to see your own insides).

    As for fSeatOffsetDistY, I'm beginning to suspect this may have something to do with what @Vans123 said: seating is probably contingent upon a position where the ped automagically 'snaps on' to the steering wheel, as it were, and that too large a Y distance with be autocorrected.



  • @meimeiriver If anyone's going to know the answer, I suspect it will be one of the car modders. I never drive in FPV, so it's not something I've ever even thought about really.


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