#modeling
1 messages · Page 33 of 1
welp i have it set that it shouldnt do vanilla animations for most parts
(not all)
since this is a crawler zed mod
i didnt make the fence hop animation
(which was partly the issue with OG dog mod)
my mod is MP tho
like my other zed mods
i also sorta do the player side xml just to check animations (as well as add it as an admin feature)
but it will be weird cuz im not making all other animations such as crafting, building eating etc
so it will sometimes look humanoid
tho for the zed side it should be complete
also figured out how to deal with corpses and made variations
Here is the version 1 of my animation rig! Let me know what I need to change or add and I can get on that! I have a ReadMe in the file to help people new to blender and the workflow for PZ
Overall looks clean tho !
If you weren't aware, we had posted a rig on the modding Discord, but yours look cleaner
I'd like to link your IK model on the modding Discord if you're fine with it
https://discord.com/channels/136501320340209664/1125248330595848192
Why the stretching though?
Not that i judge or anything, i haven't even attempted to make my own rigs so i can't tell how hard it its for making those additonal controll things
Absolutely!
Oh wow thats REAL odd, can you let me know what you moved that caused that? It’s probably a weight painting issue
Ohhhhhh wait I think I know whats wrong. I think I forgot to turn off the deform modifier on the head control and on the hips 😂
You can see the selected bones
Yeah sorry I noticed like right after I said something. I’ll make sure to fix it when I get home
👌
decided to do the fence after all
Now you know how fucking annoying it is to make fence animations lmao
ive done something similar before, i did the eat on ground for zed, its the same you have in loop out
oh and attacks are same
start success fail
Did you manage to cancel the fail somehow ?
Figured out what the problem here was, the nips were not weight painted. I fixed it!
nope
i didnt actually try
i should
when i work again
im gona go to bed for now its 730 am here lol
i did manage to cancel sprinter s from tripping using lua
by detecting its state
then set the thing to false
maybe i can do the same with this
(if ever i fail to do that via the xml)
also i think theres a debug option that guarantees success when hopping and climbing
maybe i can use that instead
Does anyone have any good videos on making funiture? Ive never made furinture before and dont know where to start for zomboid?
For blender
hi guys, i tried to make a mod that adds this book mesh i made with its texture that i made, but it either is GIGANTIC , or its invisible.. i try to place it now its invisible they it becomes the icon
here is what happens.. i try to place the item , but it doesnt work , that's how it should display.. i tried to check the MESH size with a normal book from pz , and its the same size.
those are 2d
we use tilezed
a lot of people do make them using blender though
What’s that?
Updated rig!
whats the modding cord?
just click the link, ignore that it says unknown
In Blender, scale it down
#mapping try here
tile zed is a tool we use to create tiles and pack files
He doesn't care about it tho, he wants to make 3D assets of tiles
Did you check this tutorial
https://youtu.be/b5aqvZpMe7o?si=Ug2bm4jU-YLNWDMV
Finally made part 2, there most likely won't be a part 3, but feel free to ask questions in the comments.
==UPDATE==
-Tiles-
I have found a way to find all the tiles from the game, by going to the following link and pressing "Install" on the top right, you will have the Project Zomboid Modding Tools added to your steam library:
https://steamdb....
At the end he explains how to get tiles as Blender objects
For furnitures and 3D aspects on tiles, you can simply model the furniture, then move the UV on the texture to fit it on the tile parts that fit the 3D item
i compared it to a normal book.fbx from the game and its the same size.. do i still have to scale it down ?
It's possible they scaled it down within the model script
But overall we suggest you scale it down in Blender
okie dokie , thanks
Yea I did
Well, it's basically the same thing than with floors and walls
But instead you recreate the 3D model of the object, and apply each UV parts to each texture parts
Of course you might not be able to get the behind of the tile (depends if your texture is the tilesheet and not just the unique tile texture, then you can have every faces)
When you import PZ models to blender they're usually 100 times bigger so if it object has scale 1, you want it to scale to 0.01
Then confirm, or just go in edit mode and size it down with trial and error
yesss thank you i fixed it that way
Its good habbit to Apply all scales once you scale it to your desired size, the only thing that it's not suggested are guns, which should be in scale 0.01 to make all attachments/muzzle flash work and show as intended.
Good morning, folks. I'm trying to find a good vanilla texture that contains a garbage bag, like the rain collector or any other item that part of the texture is garbage bag. Any advice on where to find/what to look for?
Trash tiles ?
Where do I find that sucker
Fun fact for anyone interested: the SquidCalimari.png texture looks like a condom
Download modding tools on the steam library
Then right click on it and click browse files it will be in the 2x file
For items like garbage bag it’s in items under media in installed files
hi all I'm trying to combine two pngs to remove the transparency to create a zomboid texture. These pngs are an albedo and a mix. Does anyone know how to combine pngs to remove transparency?
These are the pngs for an eye texture
I have tried multiplying these in gimp with no luck
Hi guys, how can I find item models and weapons for Blender?
nvm I kind of got it to work. For now... lol
Awesome lol
Omg lol
Ah I thought the trash was an item with a 3d model, not a tile. Thank you guys
Are you trying to import them into blender? If so, you're gonna need the importX addon for blender, as PZ uses .x files and blender doesn't accept them by default.
This is the one I use
https://github.com/Poikilos/io_import_x
Thanks mate
No probs.
Heads up though, I can't seem to export .x files with it. I export to .fbx, but make sure to adjust the scale in the export GUI to 0.01... otherwise it'll be massive.
- Custom Firearm Animations
Coming to Advanced Warfare
someone should pin this post
i shared it here
#1070858800501891172 message
working in blender 4.2?
does anyone know how to put blood on tiles for blender?
Yes
i didnt know you can make vehicles super reflective
Hi, this add-on have a problem
On 4.2 ?
Check that one too
https://github.com/oguna/Blender-XFileImporter
How i find models for shoes/boots?
My version is 3.4
The Oguna add on is working in some files, in others there is an error with the body model, which was exactly what I wanted to edit ☹️
ray tracing confirmed?
I was editing a body model to put in the game, however, every time I export the model it becomes invisible in the game, would anyone know how to fix?
Make sure the scale is correct when exporting it, it could be massive and you're inside it. That often happens.
I tried 1 , 0.1 and 0.01 but the result is the same
0.01 is what I use.
Maybe look at the texture mapping, is the naming all correct?
Did you parent the skeleton and the model
For now I'm using the Tricer Body model and the standard body skeleton, using it as a test to create my model
i dont even know how i did that
im trying to make a vehicle mod
I took a look, and everything is fine, I don't know what else it could be.
What does the export setting look like?
I think you broke The Matrix 🫠
In the actual code, do you have all the names correct? I sometimes have a typo that can make a model invisible
There is none for vanilla shoes. They are painted on players model. They're just texture
@hearty belfry Also check the world units... Just throwing out suggestions for things that have stumped me before
ok I'll check
Have a look at the size of the eported file... if it's 0KB then you know nothing actually exported. Or if it's massive, like 500kb, then the whole scene might be getting exported
when i read the guides end up even more confused lol
can someone tell me what these should point to
template=
file=
model=
i think theres more
and im not sure what im doing wrong
how do i create template exactly?
model default {
file =
}
What's that in relation to?
vehicle mods
specifically the txt scripts
i just want like a properly described syntax rather than step by step guides
ah ok. I'm not sure about that either, sorry
ok then
Made the navy colt revolver 😄
Oh, that's interesting, thx mate
What is the meaning GUID by clothings creating and what happend of use a GUID from Vanilla CLOTHES?
And why only clothes need a GUID ,not others textures
global unique identifier or something like that
its used to sorta provide a fixed / unique ID
cuz each item instance has its own id so that wouldnt work
so they needed to add guid
basically when you create a clothing item you should provide a guid for each items
you can generate it using vscode extension or an online generator
Free Online GUID / UUID Generator

sexy
you can check the clothing item files in media/clothing/clothingitems to see which textures and models an item uses
Where do I find the vehicle model files to put into blender
steam\steamapps\common\ProjectZomboid\media\models_X\vehicles
Thank you!
"ASCII DBX files are not supported"
I am gabberflasted
same problem here
I wonder how many blender versions I have to go back until they're supported
I'm already at 3.3
Have you tried diffrent model?
I noticed that some of the models i can import to blender but not all of them
I tried the base.moderncar
you should be able to find a converter on google
blender only supports binary fbx files, not ascii fbx files
damn
Thing is some car models work straight out, or at least worked for me when i was making renders in blender, on the other ones i had same issue.
yeah, some of them are binary

i've done this in the past if you need a specific converted model
Honestly
I've never used blender before
I'm just here to see
-how to import car
-how to put texture
-how to make wheel spin
First step is already somewhat clear
Spin in blender, or in game?
In blender, I only really want to see if my computer can even run something like that
autodesk has an fbx converter that can swap between binary and ASCII fbx files
Yeah but that's paid
I'm so good at this (I'm gonna shoot myself)
i can convert x > fbx binary or not. lmk.
It is true that PZ allows only one Material on an object in blender?
Pz only supports textures. Metalic/Highmaps etc won't work
I am newbie .What is the difference between. X file and fbx file ,i read here somebody convert x to fbx,but it is possible to import both Formats in blender
There is an addon for that, don't type in chat, its been discussed hundreds of times at this point, do a search for x file and youll find the answer
the truth is out there
Check the face orientation (make sure they're blue)
I wonder, if there is ever the case where you'd need your normals to be inverted. Not in PZ, but anywhere.
What is the meaning of mask ID in the clothings xml file.I know the ID (0-16) hidden part of the layers (body)below, but why,when the new layer (new clothing) cover all the layers below?
i just learned this now
so im trying to merge my uvs
i dont know where i messed up but the hood isnt showing also theres no passenger seat
Really nice looking model though
just learning blender.
idk how to properly snap multiple objects yet
which is why theres alot of clippings
it hides the clothing below too
otherwise the clothing will clip
Doesnt it only hide skintight clothes, that are painted on player model, Or if your models have UV set same as Players model ones, it will hide them too?
You know, when you extrude part of player body and make clothing from it, but do not move UV's
yeah it hides all clothing below
if the model doesnt have the same uvs as the body then wearing clothing over it will make holes and stuff
Okay i unterstand that,but when i when i look at the xml file the map id's Not covered any bodypart (e.g.a Shirt have only mask ID for the chest and not for the waist) here in discord is a png file with the explanation of mask Folder,that i don't unterstand when you look at that
You can find it here under pinned News it is from scavenger
Love the texturing, any good guides on texturing and UV mapping? i just started modelling and its one of the things i struggle with
Don't rely on Smart UV unwrapping, watch tutorials about proper UV unwrapping. It will alow you to draw more details compared to if you were to use Smart UV unwrap.
i did lightmap unwrap and texturing for one of the models i plan to import into Zomboid one day, it's not great but "decent" enough for zomboid low poly stile i believe but it's something i want to keep improving
having a hard time handling .x files in blender and importing them into zomboid, i want to research a bit more before asking questions
dont use .x
use .fbx
thank's, i'll look into it
Heya, is there a way to make a custom mask FOR THE BODY?
Im doing a hat mod and wanted to make a custom mask that hides the head BUT NOT the neck
The default 0 mask hides the entire head and neck so i was wondering if its possible to make a custom mask for the body, not for clothes

you can add underlay masks with custom mask textures like what vanilla jackets do
but that doesnt just hide the clothes and not the body?
it hides both
sorry to bother you, but can you give me a quick explanation of how the underlay masks work?
Im new in this and I dont know how that colors works in the mask works
I already read the pinned image about the masks and already got the mask texture with the part and I wanna hide marked, but idk how to make it work

i only kind of understand how they work but anything you erase from the mask textures gets hidden
does anyone have a good imagine of the sky that looks like it would feel right at home in the zomboid world?
I tried and, idk why this happen
I wanted to make the neck a little bit visible but still hiding the head, so I erase the parts that I dont want to be visible in the head Mask
and the result is that, it hides the part that I erased... but I need to use the 0-16 masks to get it works
It just works when the mask isnt 0 (head and neck invisible totally)
(head hided and neck still showing, but needed to use other mask that isnt 0)
does it work if you remove the m_masks line
that should work on the body but it wont hide clothing for some reason
I tried and any mask doesnt work (hat invisible to see the body)
the custom head mask just work when there is a m_masks asigned
and for some reason the 0 mask overrides my custom mask and hides head and neck

yeah thats been driving me insane for a while
you can use mask 11 which hides the skirt area but i dont think theres any other workaround
huh that actually works
the mustache is still visible 
and I wrote in the xml "nohair" in m_HatCategory
There is noHairNoBeard
<m_HatCategory>nohairnobeard</m_HatCategory>
Though i have no idea what you're making
i wrote it and the mustache is not visible JUST in the info panel
Doing a mod about hats and trying to make a mask that hides certain part of the head, but not the neck
in game is still visible

Can you show your XML file?
sure
<clothingItem>
<m_MaleModel>static\clothes\Solaire_Helmet</m_MaleModel>
<m_FemaleModel>static\clothes\Solaire_Helmet_F</m_FemaleModel>
<m_GUID>b97ad86a-094b-4552-ad6b-d82cfcc89c72</m_GUID>
<m_Static>true</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone>Bip01_Head</m_AttachBone>
<m_HatCategory>nohairnobeard</m_HatCategory>
<m_Masks>11</m_Masks>
<m_UnderlayMasksFolder>media/textures/Solaire</m_UnderlayMasksFolder>
<textureChoices>Solaire_Helmet</textureChoices>
</clothingItem>```
for some reason the mustache just hides in health panel
Thats strange. Can you tell me why you're using mask 11?
in short words, the custom head mask only works when im using a 0-16 mask
Its solaire helmet from DS?
yep
Why would you need to hide head?
too big for the helmet size
Why not increase helmet size?
I did but, looks weird
also the mod is published in the workshop and some persons said that the helms are too big 
Im trying to make the head invisible but the neck nope so the other helms dont look joined with the torso
Why not add chainmail like neck to it?
Something like this with Helmet
Then you can use this mask
as a second item or in the same model?
Same model?
You weighted them, or did you use static method?
For it you would probably need to weight it, but who knows

im new in modding wydm
the model is static
Alright
I tried but when the character sprints there is a weird rotation with the helmet
Yeah.... i probably need to make a guide for clothing and weight painting
It will be cool if I can get a solution to this
or other way to make the neck visible
Underlay masks could be it, but while spongie knows abit about it, i have no knowledge what exacly are those. All i know they're used on Jackets, but for what for, no idea
Then i think adding that chainmail like thing would be go to, but if you have no idea about weight painting/Armature it might be confusing at start
oh I understand that
I have some knowledge with Blender so maybe I could do it
sup broddy's, please give me link tutorial create mod(Clothes)
LOL
in media/textures
not exactly sure if this is the correct mesh, but this is in media/models_x/skinned/clothes
there's also this, idk the difference is
I suggest taking a look at the folder yourself
yea thats where I was looking I realzied a couple of folders are missing so i might have to re instal the files
thanks
this isnt used its from an old version of the game
Hey felas, I want to try my hand at some modeling and doing thumbnails with PZ models for youtube vids. Do we have a repo of the models?
This video took too long to make, but I made it.
Yes there will be a part 2, no it won't be as long as this one... I think.
Official Project Zomboid Discord server: https://discord.gg/theindiestone
Official Project Zomboid website: https://projectzomboid.com/blog/
Kekdot's video for armature rigging: https://www.youtube.com/watch?v=hWfUe03Ib5E&...
Best guide for you
you might find some pre made ones scrolling through the text but this is the best for learning everything
ty ty!
I read that Author of bandits mods is coding "week one mod" that will start apparently two days before outbreaks.
It will be a very immersive mod, You will see people go around, talking about recent events, in to hospital, bandits attaks houses on nights, police that try to take them, doctors that try to reanimate dead people, people that barricades her hime and a lot of others wonderful things.
I read that he need people for modelling /animations, if you are expert in this stuff and like her project probably you can contact him to give help.
I just live this message here, may be someone is interested to collaborate with him.
Tbh that sounds good but I kind if new I been trying to work on making new models
Just letting whoever know this 2nd pinned message link regarding animations is dead.
is it necessary toname the vehicle
carnameBase
like Base as suffix?
on the txt script
done sent him a couple of what he needed
i believe theres a repost by tchernobil
Thank you man, I and all bandits lover apprentice this a lot ❤️
nah i did it for slayer
Yeah glory to Slayer!
In the script, you define the name of your car - vehicle CarName. After that, you don't need to add "Base" to the car name, since this module is already specified at the beginning of the script - module Base . The final name of your car in the game will look like Base.CarName
Of course, you can specify the name of the car like vehicle CarNameBase , however, it will just be a name, and it won't affect anything
ok the tutorial i read said to add base which totally doesnt make sense thats why i asked


Guys do you know who's car is this ?
Finally understood mask ID thanks JzK7 and nik
This should be a car wth is this?
a car shadow of a car that has not rendered properly
or that's glitched into the sky
likely a mod issue
the hide player thing is activated but idk why its not stopping
It was my first try at implementing it, Now it kinda drives ok (i've checked how other bike mods do this) and also shows player model, but i'd like to change the way character sits on it.
fancy
Hello blender wizards, I've been wondering if it's possible to make my mesh bend so that the hands don't clip into the body? In this clip In the idle pose Raymond's hands are clipped into the shirt
My mesh is basically like a big spiffo suit
Is the chef hat in zomboid a model or a texture cause I cant find it in either?
The model is in models_X > Static > Clothes
as F_ChefHat or M_ChefHat
thanks
hope to see this in the workshop soon 😄
the car of Megamind
Which one??
¯_(ツ)_/¯
I have no ideas which mods you have installed or not, in what order, from what creator or how
I'd say it's a vehicle mod though lol
Do you guys recommend modeling through Blockbench, and import later to Blender?
Hi all, Ive read the animation guide, and I am wondering if it's possible to make an animation overwrite the idle animation if wearing a certain outfit
basically, if wearing cat costume. Idle pose is like this
short answer, yes
long answer?
While it is possible, its alot of effort for mediocore result at best?
I see, I might just make my mod overwrite the idle pose lol no need to overcomplicate things
I'd just edit model to make arms have a curve
So hands and shoulders are in same plac, but rest of your clothing arm is bend
Anyone know where I can get the Spongies hair models?
WINNER
- Take My Hand, Tenno
[Warframe x Zomboid ]
ok so blender question, when I extrude the selected face down the X axis, how do i make it cut/subtract away from the cube instead of it being extruded out the other side?
you are kidding ... right...
( tell me you arent )
Legend
no.
listen this things my first model that isnt an incomplete donut
MADE IT WORK - need to have 2 identical faces on opposite sides of an object, then in edit mode right click and select "bridge faces"
theyre just in the mod folder
Do you know what the mod folder is called? Or is it just called the mod name.
made my first model ever. Its the bozar from new vegas.
will make into a mod once i make a texture and animate it
speaking of textures anybody got any pz texture tutorials handy?
steamapps\workshop\content\108600\2463184726
any paint program will work,
use .png
the 'Animate it' part, what do you mean..
I mean like animations for holding the gun, reloading, that kinda stuff
assuming that theres not already some easier built in way to make animations like that anyway
essentially, this is what you wish for
Anybody has same problem?
i have a got a question. What is the average tri count on vanilla melee weapons ?
guess basically asking is a tri count above 800 to much
Basically the best thing you can do is just understand at the scale PZ is you really don’t need to worry about extreme detail, most PZ gun textures are just drawn paint assets applied to flat surfaces, usually maybe adding noise in photoshop or any art program might add depth but it’s best to keep it simple.
It’s that easy?
Really tbh it’s that easy people aren’t gunna notice detail we’re talking your gun most likely will be 10 pixels across on the screen
Idk if this is helpful but you just gotta imagine it inside PZ and look at other guns
Some people like to put crazy detail into their guns with hours of texture work but tbh for the average person it’s not really needed
Sometimes it’s best just to do flat Color’s a vast majority of PZ assets are flat Color’s with lines and small things drawn on them to add detail
The art style really makes the texture look more complicated
Like looking at models I don’t expect the actual texture file to be a lot of flat colors
LVX animation FrameWork is coming. at some point
( replacer anims for all kinds of things )
( animkey hooks, / Anims, for firearm mod reloads, etc )
( player idles, etc etc etc, )
Yoo, if you need any help with animations I would be happy to help
sounds interesting 🙂
does anyone know how to turn code to a model in blender? Cause I have the code for the chef hat and the texture but no idea how to turn it into an actual object
- LVX: Re - Curve
A Realistic Bow System
I think it looks good. The base PZ artstyle makes it so your brain has to fill in the details and the game inst that zoomed in to see your character model that close anyways.
Probably have to import it as an .x file
been a while since i last posted an image of the lesabre (ignore that green/blue thing in the interior)
polishing some stuff, now it has rust textures
Blends so well with background, like it's tile, but its actually workable vehicle, good job!
Hello! Is there a way to import an entire house or like furnitures (like doors, sofas, windows, something that is found on houses) to blender? I've been looking on game files but I haven't found .X or .fbx file that is about furnitures yet. Thanks!
Nope, those are 2d tiles
Heya again. Does anyone knows the reason of this error?
I created a new game to check my mod, and noticed that a lot of helms, not everyone, have like transparent stains around the model, but when I entered to other saved game the transparent stains doesnt appear.
I created a new game again and the transparent stains arent there, but in the game where they apperead they are still there
btw where are the game tiles located in folder??
.pack files i assume
Can you show your XML file for hats?
sure
<clothingItem>
<m_MaleModel>static\clothes\Lautrec_Helmet</m_MaleModel>
<m_FemaleModel>static\clothes\Lautrec_Helmet_F</m_FemaleModel>
<m_GUID>67d5b518-e19e-4e02-9584-af304f0e5aaf</m_GUID>
<m_Static>true</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone>Bip01_Head</m_AttachBone>
<m_HatCategory>nohairnobeard</m_HatCategory>
<m_Masks>0</m_Masks>
<textureChoices>Lautrec_Helmet</textureChoices>
</clothingItem>```
I realize the ones that has the transparent stains are the ones with the head hide

Check vanila hats, there is maskfolder line, copy it
That will fix it
Idk if I write it good but the transparent stains are still there
Also I tried to take other screenshot seconds after, and in a blink the textures just... ¿?¿
Hi! i need help with a Blender model
You aren't plannin to use that for zomboid are you?
yeeeeeees :3
but it needs more work xD
i know, it looks like a minecraft weapon
but its my first mod
Well, its recommended that you start another mesh and base it around the one you just made, you should enable looptools to turn vertices into circles
this one?
Yes, in blenders edit mode youll be able to create a smooth transition from a square shape to a circle one
Right click > loop tools > circle.
Experiment with that.
thanks but i think not work :c
Why not watch one from thousands of tutorials on YT
Trying, im a slow learner
😦
man that happens when you have the slow reader trait, fast reader is better fr fr
is there arleady rigged model of male body?
Also a ton of other guides / information / meshes in the pinned meshes
I'd keep the barrel section seperate rather than trying to connect it, you'll just create a ton of extra geometry for no reason
Game isn't an fps / shoulder surfer, so you can and should cut corners in that respect for peformance
Look into low poly modelling tutorials on youtube aswell because you've got 32 sides on that cylinder which is overkill
where do you access vanilla models and how do you throw them in blender
check pinned messages
hi, is there any tutorial on how to make bike mods?
just download a bike mod and look at how they handle it
thx, will see what i can do
fantastic, how much work has been done for this project?
hi, the mod is pretty much done and released, you can check it bere https://steamcommunity.com/sharedfiles/filedetails/?id=3368174148
Yo nice
Pretty good
Like from 60s
hi! its me again.. so i decided to make another pistol with less cuts and stuff... this is better? not a "game killer" ?
Vanilla deagle has more vertices than this
It has a dent in the top
Seems like the slide is not straight?
whats up with the mag, is it twisting inside the handle?
Yes 🙂
I dont know
Maybe
Sure
good
This deagle can also go down in vertices as well.
working in converting some fo4 vehicles
- Ash's Soft And Gentle Croptop Hoodie
https://steamcommunity.com/sharedfiles/filedetails/?id=3371049128
Another done, from the archive of mods to finish
is there a guide as to what clothing piece should be parented to which bone?
i did a test
but this happened
im goin to make an armor mod but i decided to test first before doing the actual model
so that i model it with the proper parenting in mind
its locale, based, when doing it automatically, so likely that was auto parented, to either clav, spine1, or backpack
ie, it now moves.
man i wanna get back to modding every time I visit this channel 
more armor stuff coming soon :3
( i had to SFW the hell out of it with the black suit. just in case. )
- Undead Survivor Redux V2 ( in dev still )
is that the model u was working on? like with the hugely detailed face?
or im trippin
yes. that is
lesgoo
btw if its not too much trouble, could it have 2 versions? like one as it is and other with more fat like PearShaped XL for example or Trice Body? if not is fine tho is just that i like those bodymodels
the big problem is the colthing compat i guess but ye just that
Clothing compat is very much not as big an issue, as i patch them constantly
holy, i know how to animate but idk nothin about modeling so i thought it was harder
- Project Ava V2947 ( V2903 Far Right )
i grinded through failure thousands of times when i first started. keep at it
the textures are the worst part
It's not bad with the right tools, and understanding. What are you struggling with?
Hi, the textures, is just killing me
( its UV wrapping he struggles with )
Lol, for me it's the only part, that I get pleasure from, at least when making clothes
Hi all! not sure if this is the right place for this but does anyone have experience with making very small (like seconds long) animations using the PZ models? There is a couple small clips that i would like for an upcoming thing im working on 🙂 If you are experienced and interested please dm me (happy to offer a reasonable commission for it following a discussion) If this is the wrong place for this please can some one direct me to the correct place please!
is there really no way to adjust offset of worldstatic model?
model Auramite_Armor_Ground
{
mesh = Skinned/Clothes/Auramite_Armor,
scale = 1,
}
cuz i tested without texture and it actually uses the texture thats asigned to the item via xml
and i would love to just add an offset to the items model script
so that i dont need to make another model for the WorldStaticModel
any ideas?
What do you mean by offset? Like how you place it on ground and it is in diffrent location than your cursor, or is in not desired rotation?
sorry for ping but i remembered the model, the Project AVA V12 Hybrid is going to come in B42 (cause of technical and performance adventages) or is already programmed to be finished into B41?
is the best model i have seen till now on project zomboid

cuz if you use the model you use for worn clothing for example jacket
then what you will see if on the ground is the same but its floating
so i want to make it so that its on the floor via script so that i no longer need to make another clone of the same model
which is what vanilla does i think
you model a clothing item and export it twice just make the other one on the floor
id lile to avoid this if its possible
I usually make separate ground model by getting clothing item, placing it "flat on ground so origin point is in middle of it, then into edit mode, select all faces and then scale it with Z to flatten it. I don't think that apart from hats you can use your "clothing" model for ground model
I think you see it as floating if you give it "static=true" in xml, but not sure.
speaking of hat
why is mine doing this
the rest of the stuff doesnt do that
How do you exacly do your models?
and noticed on the xml
you need to specify the head bone
wdym
Do you weight pain them or make it move with bones via xml?
weight paint
You know you can weight paint hats too?
Its far easier
than assignign to bones and pray it works
how do you make them move via xml? you mean animset?
nope i did not cuz when i saw that hats are different i thought i might be due to them falling from heads
No, thats just how devs made them, but placing them in blender on head of player model, weighting them all red for head works far better as you have more controll than if you make it static method.
if you want to use one single model for on character and world you set m_Static to true - i would look at how the vanilla hats are positioned as it's probably very particular about that
I remember ash saying something about it being near one of foots if you were to load pz player model, thought im not sure. @sullen dawn ?
Every"clothing" can be made with weight painting and in my opinion its FAR better and Easier than assignign it to move with bones with xml.
As for ground models, id just get model you made and just flatten it and export without armature, so you export selected and only your model.
ok @full latch thnx for the info
i still would want to figure out a way to do only 1 model
it will save alot of time in the long run
since this is my first clothing mod
but ill do the thing with hats
youre right its better to do it that way thnx
iirc you mentioned something about world item placement long time ago
if it has y axis then i can do the thing via lua
i found
item:setWorldZRotation()
theres no set but the
AddWorldInventoryItem
has height
pretty sure thats the offset
models have an attachment world for orienting them when placed in the world
i don't know if clothing would respect that though
actually clothing doesn't even go through model scripts nvm
In case of those armors you don't really even need to flatten them, just making them stand is fine, for it all you need to do is export and in model script just put mesh since it will use texture assigned by XML. There might even be a case, but i haven't tried, if you were to link in model script your "weighted" clothing and add attachment world just like albion said and lower it there?
ihavent tried the attachment thing i thought that was for weapon parts
i might try that
but tbh the way i did it now is working for all i got to do is the lua
that changes the size and z offset.
it works as you can see on the image above
i dont want to do the normal way of making ground models since it takes extra step for each item
im trying to avoid that
now that i have the code it will be my permanent solution for ground models
bruh just do ground models like a normal person -_-
lol
im gona remove the zomb rand but its funny to look at. i set it to trigger every ten mins
Hey glytch!!
yes?
Hello, if I want to make an aiming animation for a specific weapon in my mod, would I only need to change to that animation or would I need to do more for each action?
what could have caused this? im guessing i left a floating vertex
ahh thnx thnx
so i just need to add even a tiny bit of weight ?
pretty much, ther vertex's arent assigned to the bones
After a long time, I solved my problem when creating a new model body for the game. When creating my model, I exported the default model to edit at scale 100, but I always deleted the translation and the Bip_01_Prop1, Bip_01_Prop2, which generated an error when loading the model. I simply left the objects and exported with the new model and it worked without any problems.
Important Note: When exporting, I used a scale of 1 because when editing an outfit for the model, all you have to do is grab the bones and group them with the desired outfit, and export at scale 0.01 and there will be no problems.
Note: Example model, using the TricerBody from the TricerBody mod created by Triceratops.
i think mesh doesnt have to be child of Bip01
but i could be wrong
ive only just learned modelling
and i dont think dummy is needed too
Some mullets
I also just learned how to model a short time ago, regarding the Dummy I tested it without it and it gave an error when loading the model, according to what I saw in the codes, it is necessary to group them for correct rendering.
ah maybe cuz the model is the actual player model and ot just a clothing item?
any1 know how to fix the bones for the zomboid characters
What's wrong with it?
i wanna make a rally car can someone help me with the blender model of it
yes, this config is only for a custom model, now for clothes I just take the bones from the model and fit them to the body model, and it works without problems
What's the problem with it
everything in that image. is required. and should be left as is
ok noted
thanks
- Don't Blink.
progress on the pack, made some new models and started texturing the pickup (not pictured)
Part of some mod coming out soon by any chance? I love those hairstyles
I've wanted to do that myself, but you did that first...
I am a 3D modeler
Ok?
Does anybody know how to apply multiple textures from blender ontop a singular model?
I have a normal, base, roughness, and metalic texture I would like all applied onto the single model
If your goal is to get it in-game, probably don't as I doubt it's supported in-game
But if it's a general Blender question, you should be able to find some very short youtube tutorials on how to do that imo
alrighty, I think I'll just go into photoshop and mad science it
looks awsome man
Are there any tutorials on how to add clothing items from mods?
i mean, you can still do it since at the end of the day the mods can be very different from each other
Nah, working on another stuff rn
oh ok, good luck on your projects btw
If you mean to mix all the textures into one, bake the mesh, if you want to mix them all in the same vertex assigned area just create a new texture with a mix node
Does anyone have a directX blender addon, it seems like the i've been using for like two years has been nuked off the internet
Soon ™

missing magazine textures.. not sure what I did wrong here.. any suggestions?
put a comma at the end of your texture = line
Anyone know of a guide on how to get 2D sprites in PZ isometric perspective using Blender and 3D models?
For anyone looking todo this:
https://theindiestone.com/forums/index.php?/topic/35493-blender-template-for-creating-custom-pz-tiles/
Blender template for creating custom Project Zomboid Tiles Hello. Recently been experimenting with creating custom tiles for Project Zomboid, and tried to create some model for it in the Blender software. So ive decided to prepare and share some instructions/template for people who would want to ...
Anyone know how to render an image in blender with transparent background? By default it uses gray.
Render preferences> film> transparent background
Is this texture still used in-game? it looks old compared to newer ones
looks like a drugged up kingpin in his undies
its used for player zombies
i think it probably is older than the other zombie textures though since zombie decay was added later in b41
one of the worst car designs in gaming history
congrats on bethesda
ngl it is ugly to a point where it has a certain charm to it
I bet even looney tunes would have donea better job its beyond goofy ass at this point
also just now that i realized the pic is a bit blurry, dunno if it is blender or my internet
like i said, it is goofy to a point where it becomes cool
kinda like some of those 80s nissan recreational cars
The series allready had good basis they just deleted everything and made it from scratch
deleting most of the old fans in the process too
but tbh most of them left gaming long ago before f3 cameout
okay thanks thnks 
personally i feel like it is (kinda) fine the way it is, each game has it own style and i like it
even though i'll have to agree with you
it would have not whined if they used another nname for their series but then again it never have sold like this
they revived the game in such a destructive way
yep
i feel like the biggest problem with fo4 and modern bethesda games in general is the writing and general design of it
there is alot of problems with them, it just people dont care since its fallout just like gta5
that what i was going to say
i feel like fallout have the same problem as gta, where there's the favorite, the cashcow and the base for it
that was the idea
PS1 FPS fallout 1 clone
my only hope is this
unused cars for a non existend game, i deleted the design decuments too
only models left
try to see if they need any help on some props, or try to play around with the idea in idk unity or unreal
this may be because i'm not to much into fallout but i never saw anyone do any fan game/clone in this style
nice
if anyone wanna use them in their projects feel free to contact
i feel like 40s/50s/90s cars are a hell to make lowpoly models
specially in the psx style
its hard ill admit
i am not gonna do cars Below 20$ after these are done
i feel you
specially because my pc has the habit of having problems while i'm using blender (like the audio bugging and my pc dying while i try to make hd models)
if you are modding pz its pretty basic
you dont have to make crazy models that has 56 million polys
below 2000 will be enough
yes
i really like to just make lowpoly models since it is also easier to uv and texture it
i guess the good thing about only making lowpoly models is this, and also it is a bit less time consuming
devil is in the details, texture work is usualy harder in low poly if you are trying to catch a artistic style
textures are a pain in the ass
i have a huge respect to those guys who can make realistic textures in pz, because it is hard af
decided to show some other models too
the nomad is starting to get on my nerves but it is more the lack of good blueprints
yeah thats neato.
i like what you are doing! keep it going ^_^
are these yours ?
amazing work
dauphine all the way down
I'm surprised nobody has done any GTA car-alike
what is that
GTA San andreas cars, Vice city, any of those games cars.
I can do but ıts a rare car ıt can be put on the end of the list
I already did the Renault 9 and 12
And 11
renault 12, muy buen auto
Much Snug vibes
Peace and blessings be upon you and your loved ones.
Several questions!
- What is best to use for Zomboid modeling?
- How does one get the measurements for said modeling/the player model?
- How many hours of YouTube tutorial am I about to invest in whatever program you're about to suggest?
blender.
use the default bodies pinned in this discord
i never used 1 second of tutorial.
Matchy Jacket & TacM's
all of it is fitted at 0.0001 scale, matching the Real equivalents
Fallout Combat Armor WIP
Moshi Moshi, Come IN rubber Ducky.. * Over *
- Project Fallout: NCR: Ranger Veteran
https://steamcommunity.com/sharedfiles/filedetails/?id=3379091722
Hello! Anyone know where I can find the fbx model for bullet vests and bandanas? I can only find the textures and xml files in the game files ._.
Xml files can show you where they get mesh from
Also most of vanilla clothing is in .X files not fbx
Thank you, kindly.
Excuse me guys, do I need to pay for the Better FBX importer?
Is their a way we can use modded models for blender or no?
Like britas weapons and armor
You may have to PM the mod author.
Oh alr thanks
*cough bow
ooh! fallout stuff is the best
Sorry for copy pasting. Need to know.
Excuse me guys, do I need to pay for the Better FBX importer? Or is there a means to get the Zomboid player character model to show up without it?
i've made something like this for myself. It contains everything i needed to create clothing mods
Unlike female model pinned here, which is acting funny while going from edit mode to object mode, this right here works exacly like it should and lines pretty much ideally (from my testing) with actuall model in game.
And they're all parented to single armature
what addons do you guys use for weight painting?
None. I do them myself if its whole custom model, or if i make something out of player's model it retains its weights so i have easier time.
There are probably addons for good automatic weights, but in PZ case its not many vertices/faces that its rather simpler to do them yourself
Or if you feel like it, you can try copying weights from PZ character and see if it end up good. Though you need to upscale player model and your model abit since it might not work because of small size of model
@bitter plover Would you mind, if i did addon that removes skulls from your backpack, if it would still require your main mod?
Yeah sure go for it
Yay!
You don't have to make it require my mod btw, if you send the link here once you're done with it I'll link to it in my modpage for it aswell
Or maybe you want me to make it so it is inside your mod with "clothingextra" option to wear it with ot without skulls?
So you can patch it?
You don't have to, If you're putting the effort into adjusting it I'd rather link your modpage to it so you get credit for it rather than patching it into mine
Im just enjoying nice backpack on my new save, but i'm not really a huge fan of having 2 heads watching my back, but not warning me about zombie behind me. They're already dead so why would they care if i die, so my characters head can become 3rd trophy...
Sometimes i feel like they're ploting new ways for me to die
lol true, I know asia has strict rules against skulls aswell I just never got around to adding a variant without them.
I've been swamped with 3D design for my full time job and the grasslands mod got extremely popular so I'm probably not going to be modding PZ anymore.
Any spare time I get I've been putting into modelling higher poly assets and learning UE5 so I can get another job in the industry.
Thats a bit sad news for PZ community, but at least (i hope so) great news for you.
I looked forward for more models from you, but thats fine
I'll still be around, probably when the next update drops, PZ assets are pretty quick and easy to make compared to what I'm doing now. Not saying I won't make any more in the future, just not certain on when atm
Thank you so much. <3
by hand.
Howdy! I'm trying to figure out how I can get a copy of my player model to do an animation with, anyone here have experience with that?
Everything else you'll need is in the pinned messages also
Looks dope, drop me a message here when you've uploaded I'll add the link into the mod page aswell
oh shoot, nice! I didn't realize that was such a frequent question-
All good np
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3347116484
Added it in here, if you shoot me a friend request on steam I'll add you in as a contributor aswell;
https://steamcommunity.com/id/Shini9966/
No need for contributor, but i've sent invite non the less
Meanwhile, Very Important Modding Business is Occuring
Those models must cripple your fps
All 0% of that
( ie, much negatory on the FPS crippling category )
This here Million Tri Optimus Prime, however, would very much do that
much obsurd.
( i speed mod stuff at random when i first wake up sometimes,
gets the brain running well )
If you're making models like this I'd seriously consider setting up and artstation and a linked in profile and looking for work
oh no. thats the Bayverse Optimus Prime Movie asset.
no way i would make that.
Was talking about the gun models, they're clean
oh those, that particular one is 50/50
its very heavily Cut and optimised
Still, could land a job with that level of skill
consequence of modding pz since day 1, at this point only coding UI eludes me
the UI bit is definately on the way out the door today though..
Sleep deprived me, seems to read it all, waay better
Much Deprived of sleep.
Kattaj Service uniform mod works well with Ava, solid... 95% pass 🙂
pants are different story, but thats normal from PZ trouser models i beleive
- Ahz Skirts Mod, AVA Patch
i was digging in the debug menu and i made zombies look like they don't have skin and clothes how do i fix it please someone help
Gosh i feel so stupid when i started to try make a PZ model in Blender
But most of people make them in blender
So why
i mean i feel stupid because i am noob at this thing and i havent knew what to do
Hey guys
I have a question, I want to know if you can help me
How do I import 3D mod models into Blender?
example: import a clothing mod 3D model
I want to get into animating Project Zomboid stuff via blender, and rn
I know absolutely nothing about it, any recommendations on people I should watch or tips and tricks for blender I should take into account?
I have a playlist with some tips that can help you, just like it helped me
@tame totem
thx
xd
this question should be posted here
#mod_support
this channel is for making models for mods
anyways
here this might help
#1070852229654917180 message
you probably turned on skeleton or something
you ...turned on a skele & it isnt halloween?
- LVX: Tactical Animations
has Released
https://steamcommunity.com/sharedfiles/filedetails/?id=3381273319
sup
how fix that? i dont have a car body
this is car settings
maybe someone can find error
Hello and welcome to my tutorial. It covers full workflow of vehicle creation for PZ. If you are a complete beginner in 3D modelling, you'll have to watch/read additional tutorials, I won't cover every aspect of model creation and 'where this button is located'. I divide vehicle creation in these...
i made as in this tutorial
Custom Slicey Anim + Custom Stab Anim comin next patch
The model in the picture doesn't look like low poly. did you make it yourself? Or just downloaded?
Это как бы фотки с сайта где тутор, это не мои модели :/
try to see if the model faces aren't in the opposite direction or even if it ins't an script bug (enter vehicle edit mode, save without changes and return to the game)
Faces are okay, I made models in blender about 2 years
Edit mode method don't help, nothing happend
It's issue with body, maybe in .txt file
Here
maybe you misspeled the chassis model path
my best guess is to double check it or see if the model is in the correct size
all good
its second model where i have problem with body model
wheels shows, but body - no
you mean at irl car?
I think I see it around the windows as well. My guess is that it is in game texture compression.
I need remove that yellow pixels around car lights, how I can do this?
While in game look for texture compression in your graphics settings. Try turning it off and reloading to see if it changes. You can also change the max texture size to see if that makes a difference.
It could be that PZ is resizing and compressing your textures, resulting in these artifacts.
Amazing !
That's the parasite mod alongside yours ?
Nope, but I made the red vine mod as a requirement
well not a requirement, just a recommendation
That looks amazing
Yea lol
maybe it cause i have 1024x1024 texture size
this reminds me of the john liverman texture i did for pz
that name sounds ominous
not the John Liverman
Oh God
No
i forgot to save him
oh shucks
john liverman rots
but his textures are easy enough
put john liverman in the files of the game
and you will never recover
who really expects to go in the texture paint menu and press save
nobody i tells ya

ikr 😭
can you add john liverman as a optional file if i give the texture to you
i could also just fork your mod and replace it as needed if you allow me to
I'll prbably replace this one
I got lazy texturing the ones without level_x
so the texture you are asking me to replace isnt going to show up ingame?
oh wait
I'll just put it for shit and giggles lol
theres different levels of zedbodys?
y
ill get back to you
ive lost so many textures that i compulsively press save every 3 seconds now lol
me with every .blend files in general (I did something drastic in render properties that it suddenly closed on me)
when you, the player RP as a Military trained player, But its Fake ( and you have 0 firearm skills )
vita carnis moment
the mimic
Hello! Silly question but is there a way to import item models that are X files into blender? I wanna use the guitar 3D model for a animation I am working on but there is no FBX in the game files :I
Ranger Operator mod progress time.
There is... alot. done. today
Base Mod vest meme loadout 
does anyone know why my custom shamble animation isn't playing? I have it in the zombie folder in Anims_X
its a .fbx
yeahhh...the xml. is only a tiny fraction of what will break. when anims are attempted.
we are missing some serious context. every name match lowercase etc?
animkey set correctly? <-----
is the game throwing errors? does said Z do meme stuff and get broken?
i changed the name to "Shamble1"
how would i set animkey?
also it is throwing errors
you have told it to, use the animation, but, it walked off a cliff, in its rough direction
inside that FBX file is a keyname.
people always tend to set it, to the File name itself
if that file was called something before you edited its name.
that word it had, is the old key it still needs.
keep at it. youll get there
Where would I rename the animkey?
the NLA is the animkey.
Ah
Anyone? Hello?
Can someone recall me what the angles are for easting and northing ? (i.e. the angle from the screen top direction to the east direction and the angle from the screen top direction to the north direction) => EastingAngle = 120°, NorthingAngle = 60°
TNKS
Hey question about the models and texture, what kind of app do they call it when you have both the model and the texture and when you edit the texture it shows you on the model?
I can't figure out what kind of app I'd need for making a texture for my model on mobile
- so i .. made an addon to brutal handwork..

Lol
it got better
Did you just make a whole ass animation for zombies lol ?
so im already working on mods for B42
... even with no info on how it all will go
What could go Wrong.
Hey felas! Does zomboid have transparency? Like, can I load a texture with transparent properties?
yes.
You can technicly, but model with semi transparet texture might hide other models (in case of clothing) that it would otherwise cover. I'd say try it and see if outcome satisfies you
Not about clothing, you see
this can be bypassed.
This
this fucking irks me to no end
the absolute lack of a lil shadow
So I am going to fake it
Seethrough Tech is most definately possible.
Thanks!
I'm not sure how it acts on objects that are placed on world
fun fact the player model draws a png shadow. 24/7 so you can yoink the code for that and add it to your item.
^ this will work on a 3d item placed. 100%.
huh! I could try that!
happy hunting 🙂
yeah, i think i need something a bit more rectanglar
Maybe create just the AO of the lil legs?
could be
if I have transparency
you can add or edit your own, so. yeah up to you, tons of options
nothing can stop me
Thanks everyone, and excuse the strong tone of my request. I was a bit pissed at how it looks like a sticker
Should look like this in game, I will report
How ?
i tried explaining it once and people were legitimently not...able to understand..
lol
I have a question about where I can get hair textures?
check pinned messages
Either I'm blind or dumb, but I only found models there.
Sorry, for some reason I thought you needed hair models. I can't help with textures, but here is a link to a guide on working with hairstyles
https://steamcommunity.com/sharedfiles/filedetails/?id=2721464487
Models here
#modeling message
theyre in media/textures
the file names start with F_hair
Thanks, I already found it.
Keep it up you're almost done
VFE feature teaser
Chambering bullet without magazine?
jams
Old photo of my unfinished mod
killdozer???? lol
i gotta ask. for the love of zomboid itself. Are ANY anim files being converted to fbx.
even just....1.
i saw the update. there are not...any present..
I read that they are going to update their anim system during b42 beta so its way easier to make animations. I dont have the source right now.
the oddity is, when making any 3d file or anim. it takes a second at most to make it fbx
.x anim files, are the worst, Possible outcome for this, unless those tools can make anims that dont corrupt in blender
Its in the pinned messages, but its because their main animator/modelers use another program that exports it like that.
i await that program eagerly.
You could message him I guess and see if hes still doing it.
normally i ...refrain from annoying them as they are busy. but it is important, so i will, attempt it.
Did they change the body. in b42? Things look ok in the character viewer but ingame this happens.
theres a bug rn with the model renderer
you have to go into weight paint mode on the model and hit "normalise all" which should fix it
SO THATS what the Damn thing is
Cool, it works. Hopefully its something they fix soon so I dont have to spend a couple hours double checking everything.

Are there any video tutorials on how to model for zomboid?
tried doing it myself but i didnt like the outcome
so uh what happens if normalise doesnt do much?
did you do normalise all or just normalise?
try turning on auto-normalise in weight paint mode and then painting somewhere with low strength and see if that fixes it maybe?
painting on a body mod is dangerous
Did you try the latest version of blender? Maybe that might be it, its what Im using rn.
always stuck with 4.1 til today apparently
new blender ruins the flow. of everything
i'm on 4.1
Also FYI if anyone made a hat mod and did it the way they do it ingame as a static item, you need to mirror the Y global and reexport it.
Please Tag me if they fix this render issue.
If you want you can try adjusting your weight paints while you wait. For some reason on some shorts I made the Bip01_Pelvis was showing through the model on the lower parts until I erased it and replace it with Bip01_L_Thigh & Bip01_R_Thigh and it fixed that.
I re weighted it from scratch, technically it is perfect ... Even used every kind of normalise there, painting it by hand ruins it
I mean, maybe make a copy of what you made and play with it if you want. They probably did something so that lighting affects the Vertex groups somehow.
I've made that mod for 6k hours. I'm....beyond burnt out and not motivated if it's wrecked
Nothing I got can fix it above...85%
Oh dang nvm, well hopefully they fix it soon but if not you probably have a 2-3 week break.
If they don't, I'm not coming back
No amount of money or features can replace that effort for me
10k dollas
Worthless.
100k dollas
Nothing pheasible is really fixing the core issue..money can't turn back time or fix every issue.
1mil dollas
This isn't getting you anywhere ...
1bil dollas
it should be fixed soon i submitted a bug report already
I hope so 😥
am i crazy or are the weights on the female model broken in the new version
the thumb looks like its weighted wrong
Idk why but the whole rendering is way off, for mine.. nothing helps it
oh nvm i think its just the thumb bone moving
i somehow didnt even notice there was a thumb and finger bone until just now
The finger things...somewhat odd but been there for ages
i was wondering how i never noticed it before but i think its because we can zoom in more now
Likely due to that anim being made with an item in hand so long ago
It does seem... exaggerated more than I remember
are your models triangulated?
Animations are also broken
It's the pz player body model, so swapping it to square or tri won't change the out come
Is there a new way to handle animations?
i have a clothing model that was still having rendering issues even after normalising but triangulating it in blender fixed it
I'll give that a quick test
wait nevermind
when you press normalise all go to the bottom left of the screen and turn off lock active and see if that fixes it
yknow what, idk how but for once, im happy to be handed the idea that worked 🙂
thankyou.
i have no idea why some of my models were fixed without changing that option but others werent
Now you have to do the fun part of manually going through every item and doing that. Its taken me like 2 hours so far 
such a small thing had me ruined 😦
a thousand hours of fixing things is easier than 5 mins of not having hope 🙂
