Does GIMS Evo support peds?
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I came across a really good 3d model, but since I don't want to buy ZModeler.. the only option is GIMS. I know you can import peds and stuff, but does it REALLY support peds? Keep in mind, I'm not looking for fancy facial rigging. Just wanna get my model ingame.
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@AHK1221 I am part way through my first Ped conversion using GIMS. It supports all the materials and seems to support the rigging. And the feedback I have had in another thread seems to indicate that it does allow yo to do a complete conversion.
It's just a bit overwhelming with the amount of entries it creates in the hierarchy, so it's taking me a while to get to grips with it.
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@LeeC2202 That's good news! I just hope I would be able to get this model ingame, probably even release it
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@LeeC2202 If you have the time, can you list some of the things you did in the beginning, to start off? Will help me a lot.
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@AHK1221 I'm going offline for an hour or so, so will add some info when I get back. To get to the stage I am at the moment doesn't require much, the tough part is yet to come... unfortunately.
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I have no idea what format your model is so I can only relate to what I am working with.
My model was an XNALara model and I found an XNALara to Max import script. So I installed that and that was able to read in the mesh and textures.
I then went through the mesh to make sure that there were no duplicate polygons and refined and joined some of the vertices. The model I have appears to have been created as one half and then flipped, which meant it was split down the middle with duplicate vertices, which I welded.
There were some decal textures which I broke out into an accessory group, then I split the other parts into their own groups, head, hands, hair. Once I had them all split, I broke down the multi-sub object material into separate components, just to assist when converting them to GIMS materials.
I have no idea whether all those individual components are how it needs to be, but they can be easily merged back together, so it's not a problem. The model I have is in a full body-suit, so I can't split the uppr, lowr and feet because it breaks the smoothing. I have seen peds done as a single mesh though, so that shouldn't be an issue.
That's as far as I have got... I have no idea how much of that is required or correct, because there just isn't any information to help out there. So I suspect everything from here on in, is going to be trial and error, with far more error than trial.
If I can get it done once, it makes the next one easier. And if I can really get a handle on it, maybe I can provide the helpful information that is needed to help others. I don't quite understand how there can be so many people creating peds and so little information that has come from it.
My main concern at this point is that the pose I am using doesn't quite match the default relaxed pose on an exported Ped from the game. Again though, as there is no info available, I have just got to take the risk and try and work with that.
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Well, I must be doing something partially right. Ignore the Poly and Vertex figures, I am just doing crazy things with the mesh with meshsmooth that is creating far too many verts/faces... but what the heck, that's part of the fun right?
Getting it to display in OpenIV is a small step forward, next step is to add some supplementary files to see if it will appear in-game... or more likely, will crash the game.
Edit: Yeah... crashing the game was a safe bet.
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With that insight to bets, I'd run to the nearest bookie
Glad to see your making progress. Very interesting to see what you're doing. Thnx.
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Useful info right there @LeeC2202
There is a Skin component on the meshes, I will try copying them onto my model, see what happens.
For the pose thing, I think we could use Rigify in Blender and then adjust the pose of the model?
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@ReNNie I just wish it wasn't all so damned infuriating with the lack of information. You feel like you need to pin people against the wall and connect jump leads to their extremities to get the info. I just can't relate to that way of thinking.
The main reason I talked so much in my WIP threads, is because I know that every bit of information, no matter how small, could help someone. If people understand the thought processes, it gives them an insight and an understanding of what I am doing and why.
I am probably doing a lot of things wrong with this, purely because it's so long since I have done anything of this nature... close to 15 years since I did any serious Max work. But I will explain the failures as much as the success if I can, because knowing what could go wrong, is half the battle to ensuring things go right.
But it's like the people who write the tools... questions seem to fall on deaf ears and you think "Why release the bleeding tools if you don't care that much about the people using them?".... aaaarrrggh, silence just makes me mad. It's such a self-serving trait.
Anyway...
@AHK1221 said in Does GIMS Evo support peds?:
There is a Skin component on the meshes, I will try copying them onto my model, see what happens.
That's my plan for tonight. All I did basically here was to drop my mesh into the existing hierarchy, apply the GIMS materials and then export it with GIMS. It was pretty much guaranteed to be a failure in-game but the fact that it appeared in OpenIV's model viewer and read the textures from the associated ytd file, was a positive step forward.
I know my components are not set up properly but I thought if I can get it working incorrectly, I can work backwards to correct the wrong parts and make it appear correctly.
As for the pose thing, by all rights, I should be able to adjust the skeleton and then re-weight the mesh based on the adjusted skeleton. That shouldn't be a problem... in theory.
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@LeeC2202 I have no idea what weighting means, so I didnt understand your last part. Just gonna assume you said, "go with it, it doesnt matter".
I wouldve done the Skin thing too, if only there wasnt this huge problem in front of me: one part of the model (hands) is split up in two objects. Attaching them together in the Editable Poly modifier seemed to work; then i realized i couldn't move the object in the hierarchy. It was stuck where it was. Wow, sometimes i wish 3ds Max wouldn't be so complicated.
Since you look like an expert...
Please help me.
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@AHK1221 said in Does GIMS Evo support peds?:
Since you look like an expert...
looks can be deceiving... I am an average Max user at best.
I'm not sure what would cause an object to get stuck. I had split meshes in this model but attaching them didn't cause them to get stuck in any way.
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@LeeC2202 Can you tell me the exact steps you did to attach the objects?
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@AHK1221 Select the first object, click Attach, select the second object.
With this mesh, part of it was already attached but it was two elements, so those I had to weld the vertices to join.
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I see so many great peds on those repositories so might be tempted this season to try my hand
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@LeeC2202 hmmm, it looks like something bugged out on my end. Gonna try it again tomorrow.
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@LeeC2202 Looks pretty good to me!!! /s
This caused a lot of stutter/chugging. Probably shouldn't go ingame with this..
AHH screw it im doing it.If I live to report it, you'll know what happens.
EDIT: Game crashing was a safe bet
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@LeeC2202 The GTA Forums page has some pretty good info regarding ped conversion:
http://gtaforums.com/topic/836266-vrel-gims-evo-for-gta-v
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If game crashes then right click on the object , and there should be convert to editable mesh
after you done that rig it again
should work
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@HeySlickThatsMe it turns out I was even importing the ig_bankman model wrong. I now have imported it correctly, which was this way:
For an example, the model's name is "ig_beverly.ydd".
Export it to the openFormats(press RMB and select "Save content").
Find the game .YFT file (it's often the same name and location, like "ig_beverly.yft"), and export its skeleton to the same folder as the model(press RMB and select "Export skeleton to openFormats").
Go to that folder, find "ig_beverly.skel" file, and add " FULL"(without quotes, and mind the whitespace here) to the name of it, so the full file name would be like "ig_beverly FULL.skel".
Now you can import "ig_beverly.odd" file from that folder, and it will load proper skeleton and skinning.
The same scheme applies to .YDR files.But can you tell me how to do the rigging? A quick overview, that's all I'm asking. So I can at least start work.
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@HeySlickThatsMe I'm following a 3ds Max rigging tutorial. If that's what you meant by rig it, thats what i'm doing!
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@AHK1221 said in Does GIMS Evo support peds?:
@LeeC2202 The GTA Forums page has some pretty good info regarding ped conversion:
http://gtaforums.com/topic/836266-vrel-gims-evo-for-gta-vI tried reading all that but while my eyes are in reading mode, my brain is in information rejection mode. I really struggle learning from written text, it just never seems to click.
I'm just going to give it all a break for a while.
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@LeeC2202 Hmm I really like written instructions, they're straight to the point, no dicking around. To each to their own, I guess.
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Rigging Should be simple
just pose everything like original character then click on original model , select all verticles , attach it to modded model and delete those selected verticles
However i don't know if it will work , because i didn't try yet