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A problem with rigging CJ player (skinny, fat, and ripped).

Enviado: 06 Abr 2019, 14:02
por Zeneric
There are many tutorials for rigging peds. But for rigging CJ with skinny, fat, and ripped clamps... difficult to find tutorials on that.

I modified CJ's skinny version (both head and torso) and got it working ingame:
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But after I appended my modified CJ fat head to the modified .dff where my modified skinny version of CJ is contained in (also contained the ripped version - unmodified). I get this:
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On 3ds Max the fat head looked fine - everything seemed correct. I retried many times and many ways - nothing worked right.
Someone on RenderHook Discord suggested to try ped_spec.asi and/or noskinshader.asi. Tried them. Same thing - the problem still persists. 

When I append my modified cj fat head to unmodified/vanilla head.dff (without my modified skinny version of CJ) - it looked fine ingame. See this pic (just the fat head is modified):
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When putting two or three modified clamps/versions together into one .dff (head.dff) - the fat head ingame looks messed up like the pic above.

Settings on kam (original - from 2009's)'s DFF importer/exporter I used to append my modified cj fat head to head.dff that's contained of my modified skinny version and unmodified ripped version:
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Anyone knows/recognizes this problem? And a solution to the problem?

 

Re: A problem with rigging CJ player (skinny, fat, and ripped).

Enviado: 28 Jul 2019, 00:58
por 2017bizarresummer
How can you even export and get CJ's head in game without crashing? I'm literally trying everything to just modify the skinny head but i'm getting the generic "gta_sa.exe has stopped working" error.

Re: A problem with rigging CJ player (skinny, fat, and ripped).

Enviado: 30 Jul 2019, 18:59
por Zeneric
You need to export the head as "normal" (or "ripped", or "fat", but in this case i'm using "normal" as an example). Then append the same "normal" head to that "normal" head dff, you exported, as "ripped" and "fat".

I asked Ezekiel (the guy who made "Insanity's CJ") regarding three clumps (normal, ripped, and fat) working together properly. He answered with this:

 When you import normal head to 3ds max,and edit it, remaster it or in your case ( turbosmooth ?) idk,  you can't switch to fat head and do the same like you did to normal head.This is for all CJ parts ruleFrom that normal head you edited, you have to make fat and ripped head,So when you edit normal head, save that 3ds max scene and copy it 2 times, one for fat and for ripped ( I usually used normal head for ripped, and for fat I edited, head shouldn't change if you build some muscles Rockstar Logic..Plain and simple, don't import default fat head and edit it like you did with normal, use that copy of normal edited head and make fat from it,Then when you exporting head,dff you start opening those 3 max scenes files for each type...

This was not well documented on the net publicly. This is now known.

Re: A problem with rigging CJ player (skinny, fat, and ripped).

Enviado: 30 Jul 2019, 23:19
por 2017bizarresummer
Thank you very much!!! I actually found a 2012 video about this, and maybe is the only tutorial regarding the modification of CJ's face, and even that it doesn't go deep in issues like yours. It's a shame that there's not updated documentation on some aspects of SA modding.

Re: A problem with rigging CJ player (skinny, fat, and ripped).

Enviado: 19 Dez 2019, 02:59
por Weeamer
I asked Ezekiel (the guy who made "Insanity's CJ") regarding three clumps (normal, ripped, and fat) working together properly. He answered with this:

When you import normal head to 3ds max,and edit it, remaster it or in your case ( turbosmooth ?) idk, you can't switch to fat head and do the same like you did to normal head.This is for all CJ parts ruleFrom that normal head you edited, you have to make fat and ripped head,So when you edit normal head, save that 3ds max scene and copy it 2 times, one for fat and for ripped ( I usually used normal head for ripped, and for fat I edited, head shouldn't change if you build some muscles Rockstar Logic..Plain and simple, don't import default fat head and edit it like you did with normal, use that copy of normal edited head and make fat from it,Then when you exporting head,dff you start opening those 3 max scenes files for each type...

This was not well documented on the net publicly. This is now known.




Man you should make a video about this so more people can understand it i want to edit C.J caps but i don't know how
btw when i attach a head on another body and then i apply the abs effect to 1,0 (weight) then the mouths don't move anymore...