Attaching & Rigging | SA-MP Skin Modding | x4 speed | Blender 2.79a + GTA Tools
here's a new video that showcases some new tricks and the process of attaching objects to a skin and then rigging them. to join two objects together, you need to select the object, hold shift, and then select the body. once you have the two selected in that order, hit ctrl-j to join the object to the body. that's the main thing i wanted to show off in this video, but there's plenty more to see. i encourage everyone to learn blender and figure out how to mod your skins for yourself or pay modders because this is tedious work. -- DOWNLOAD LINKS BELOW --
Blender 2.79a - https://download.blender.org/release/Blender2.79/
GTA Tools - https://forum.gamerxserver.com/forum/samp-server-188-165-219-63-8800/questions-and-answers/tutorials/189333-blender-add-on-gta-tools
Startup file - https://mega.nz/file/rDpnjaJR#n2dvmrZtdiQR14-M3hWg4FK7afZ9YFuCt2yob2z3GK0
Download blender, install the GTA Tools addon into your blender install... Then open up this startup file and hit ctrl-u in blender to save it so that each time you open blender you'll be met with project. It has important stuff enabled by default such as backface culling.
---- TIMESTAMPS ----
0:52 - selecting by vertices here wasn't really necessary, i was just kinda rusty having not really modded anything in about a good month or two by this point. the most efficient way to do this would be to select faces and then just delete faces. however, this does give you guys a good look into how you would go about splitting vertices up. you just need to select one vertex and then hit V and you can separate it into two. ALT + M is the command you use to attach two vertices to one another. once you select two vertices and hit ALT + M you will have a menu pop up asking if you want to merge to last or merge to first or merge in the middle. majority of the time i select the vertice i want to bring to another vertice then i use merge to last, but seriously you can do whatever you want.
4:10 - photoshop/UV mapping stuff
9:50 - exporting .dff and setting up your .txd, getting it into your game. i'm using codsMP in this instance, but modloader is the same song and dance with some minor changes.
10:38 - model doesn't import when i have the 'character' import option on, so i change it to 'other' because it's just a .dff object with no rigging or anything on it. btw, if you can, pretty much always avoid just attaching an object like this. it's so fucking annoying and will cause you to do shitloads of rigging in VERY important spots like the whole ass chest. it's dreadful. in most cases you'll want to just find a skin that already has this vest on it and just import it as a 'character' like you would any other skin and rip the shit off of it and attach it to your skin. in this case, it will keep the model's weights on it so you won't have to do any major rigging. maybe just some minor adjustments.
13:00 - my very big slip up. the importance of saving backups before significant changes and saving in general with ctrl-s. ALWAYS make sure to select the object first and then the body when you're using ctrl-j to join things to the body!
16:55 - me getting confused for a second because the weights colors don't show up on the sunglasses because they have a pure black texture on them. this is why i don't recommend trying to weigh shit in 'texture' view mode, use wireframe for maximum visibility, or solid like i did in this instance.
20:45 - rigging the vest. including the obligatory funny posing and general derpy stuff u will do when modding skins. i use a pretty clever tactic here to actually select only the vest. i go to the materials tab in edit mode and choose the material for the vest, then i choose select which selects all the faces and vertices that are assigned that material. pretty clever way to go about it, considering that a general 'L' press wouldn't select it all. in some cases, you may find luck with pressing 'L' to select parts of a skin individually. it's something you'll want to use a lot to save yourself time trying to select heaps of faces.
36:18 - finished product.
Видео Attaching & Rigging | SA-MP Skin Modding | x4 speed | Blender 2.79a + GTA Tools канала dog
Blender 2.79a - https://download.blender.org/release/Blender2.79/
GTA Tools - https://forum.gamerxserver.com/forum/samp-server-188-165-219-63-8800/questions-and-answers/tutorials/189333-blender-add-on-gta-tools
Startup file - https://mega.nz/file/rDpnjaJR#n2dvmrZtdiQR14-M3hWg4FK7afZ9YFuCt2yob2z3GK0
Download blender, install the GTA Tools addon into your blender install... Then open up this startup file and hit ctrl-u in blender to save it so that each time you open blender you'll be met with project. It has important stuff enabled by default such as backface culling.
---- TIMESTAMPS ----
0:52 - selecting by vertices here wasn't really necessary, i was just kinda rusty having not really modded anything in about a good month or two by this point. the most efficient way to do this would be to select faces and then just delete faces. however, this does give you guys a good look into how you would go about splitting vertices up. you just need to select one vertex and then hit V and you can separate it into two. ALT + M is the command you use to attach two vertices to one another. once you select two vertices and hit ALT + M you will have a menu pop up asking if you want to merge to last or merge to first or merge in the middle. majority of the time i select the vertice i want to bring to another vertice then i use merge to last, but seriously you can do whatever you want.
4:10 - photoshop/UV mapping stuff
9:50 - exporting .dff and setting up your .txd, getting it into your game. i'm using codsMP in this instance, but modloader is the same song and dance with some minor changes.
10:38 - model doesn't import when i have the 'character' import option on, so i change it to 'other' because it's just a .dff object with no rigging or anything on it. btw, if you can, pretty much always avoid just attaching an object like this. it's so fucking annoying and will cause you to do shitloads of rigging in VERY important spots like the whole ass chest. it's dreadful. in most cases you'll want to just find a skin that already has this vest on it and just import it as a 'character' like you would any other skin and rip the shit off of it and attach it to your skin. in this case, it will keep the model's weights on it so you won't have to do any major rigging. maybe just some minor adjustments.
13:00 - my very big slip up. the importance of saving backups before significant changes and saving in general with ctrl-s. ALWAYS make sure to select the object first and then the body when you're using ctrl-j to join things to the body!
16:55 - me getting confused for a second because the weights colors don't show up on the sunglasses because they have a pure black texture on them. this is why i don't recommend trying to weigh shit in 'texture' view mode, use wireframe for maximum visibility, or solid like i did in this instance.
20:45 - rigging the vest. including the obligatory funny posing and general derpy stuff u will do when modding skins. i use a pretty clever tactic here to actually select only the vest. i go to the materials tab in edit mode and choose the material for the vest, then i choose select which selects all the faces and vertices that are assigned that material. pretty clever way to go about it, considering that a general 'L' press wouldn't select it all. in some cases, you may find luck with pressing 'L' to select parts of a skin individually. it's something you'll want to use a lot to save yourself time trying to select heaps of faces.
36:18 - finished product.
Видео Attaching & Rigging | SA-MP Skin Modding | x4 speed | Blender 2.79a + GTA Tools канала dog
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