lucasvinbr / blender_io_gta5ped Goto Github PK
View Code? Open in Web Editor NEWimport-export of parts of OpenIV's openFormats for peds
License: GNU General Public License v3.0
import-export of parts of OpenIV's openFormats for peds
License: GNU General Public License v3.0
Hi,
I've been experimenting with your plugin and I've created perfectly working models with it, but I also ran into seemingly random problems.
I've created a piece of clothing or rather a whole UPPR for a ped model almost from scratch and I got it working, but it needs some weights readjustments and it almost seems random that the export works, or doesn't, sometimes... Though once it fails I basically need to go back to a working version... I was never able to "repair" a version that would fail.
The error I get in OpenIV is: Incorrect vertex component count. Expected: , Actual:
I have no clue what that even means, or why it happens.
I can probably provide you with blender files and resulting outputs, if you care to take a look. It's been a few weeks I've last been working on this, because I got so frustrated I dropped it. I don't even know if you plan to actively work on this at all, but if you are, I'll gladly work with you and provide what's needed to figure this out.
Thanks for looking at my issue, if you are, that is.
I exported a bandana and when I see it in the server it is shaking back and forth rapidly like it is being blown by the wind. When I go inside a building the shaking stops, do you know what could be causing this?
Here is a clip:
https://medal.tv/games/gta-v/clips/V6mMKYMgaBCda/d13370UJg3F9?invite=cr-MSxpZVcsNDU5NDAyNyw
Hey again,
So I've been dealing with a new issue when exporting the mesh but I know its stated in the README "The plugin does not look for textures (meshes are imported with UVs though) and doesn't create materials".
I was wondering if you are planning to add the materials data to the export function and do you have any suggestion for dealing with materials in the meanwhile?
My character is left with nasty seams on the edge of every joint and no matter what I do, without normal and specular maps I'm afraid I'm stuck with it.
Hi, I've been experimenting with your plugin quite a bit and it works mostly fine. One issue I had was after importing a model (in my case the mp_female), the bones, materials and UV mappings, well almost everything gets imported just fine but after exporting the mesh, and loading it in game, the tattoos get mapped out of the place. I've not been able to make head or tails of why this really is happening? The textures and everything looks good except for the tattoos. I'd appreciate if you could guide me on this one.
Hello there, and first : Thank you for your addon ! :D
I'm quite noob with anything github related when it comme to issue/pull request/discussion, so i hope i'm in the good place for this suggestion.
I have tried your addon, imported flawlessly a .mesh ( uppr_015 ( mp_female body) ) and i have noticed something "wrong" with the UV Mapping actually. I have read your code, and saw, line 138 of your import_mesh.py, that you are flipping the UV with
lineDataEntry.y *= -1
The problem is that since you are flipping it, it put the UV map out of bound of the UV editor. So i have modified your script to translate the flipped UV back to place, which give :
lineDataEntry.y *= -1
lineDataEntry.y += 1
(I also did it with the second flipped UV)
But now i have a question, has this been done on purpose because of how GTA handle this ?
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