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blender_io_gta5ped's Introduction

blender_io_GTA5Ped

import-export of parts of OpenIV's openFormats, focused on ped meshes and information contained in ODD and "children" ODR, .mesh and .skel files.

Currently, it can import skeletons and meshes, and can export meshes as .mesh files.

It does not look for textures (meshes are imported with UVs though) and doesn't create materials.

Import-export buttons are found at the "File" menu.

A little how-to is in https://github.com/lucasvinbr/blender_io_GTA5Ped/wiki/Getting-a-ped-model-into-GTA5

Installation: use the "install addon" option from blender's user preferences menu. No need to unzip the file! When upgrading from a previous version, close and reopen blender after reinstalling for the changes to take effect.

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blender_io_gta5ped's Issues

Small issue when exporting the mesh

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.

Can produce incompatible Openformats models on export...

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.

UV placement in blender

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 ?

New issue when exporting the materials

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.

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