#modeling

1 messages · Page 33 of 1

full latch
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Any chances you could show picture from blender view?

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Oh, its not from blender?

knotty dew
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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

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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

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so it will sometimes look humanoid

tho for the zed side it should be complete

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also figured out how to deal with corpses and made variations

sage vessel
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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

unborn plinth
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Overall looks clean tho !

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If you weren't aware, we had posted a rig on the modding Discord, but yours look cleaner

unborn plinth
full latch
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Why the stretching though?

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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

sage vessel
# unborn plinth

Oh wow thats REAL odd, can you let me know what you moved that caused that? It’s probably a weight painting issue

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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 😂

unborn plinth
sage vessel
unborn plinth
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👌

knotty dew
unborn plinth
knotty dew
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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

unborn plinth
sage vessel
# unborn plinth

Figured out what the problem here was, the nips were not weight painted. I fixed it!

knotty dew
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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

spare mulch
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Does anyone have any good videos on making funiture? Ive never made furinture before and dont know where to start for zomboid?

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For blender

pliant garden
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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

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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.

jade quail
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a lot of people do make them using blender though

spare mulch
sage vessel
jade quail
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just click the link, ignore that it says unknown

unborn plinth
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Even if it says unknown

knotty dew
unborn plinth
unborn plinth
# spare mulch Does anyone have any good videos on making funiture? Ive never made furinture be...
SQz

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....

▶ Play video
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At the end he explains how to get tiles as Blender objects

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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

pliant garden
unborn plinth
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But overall we suggest you scale it down in Blender

pliant garden
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okie dokie , thanks

unborn plinth
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Well, it's basically the same thing than with floors and walls

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But instead you recreate the 3D model of the object, and apply each UV parts to each texture parts

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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)

spare mulch
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Ohhh that’s make sense

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Thanks

full latch
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Then confirm, or just go in edit mode and size it down with trial and error

pliant garden
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yesss thank you i fixed it that way

full latch
# pliant garden 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.

solid sand
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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?

solid sand
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Where do I find that sucker

solid sand
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Fun fact for anyone interested: the SquidCalimari.png texture looks like a condom

spare mulch
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Then right click on it and click browse files it will be in the 2x file

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For items like garbage bag it’s in items under media in installed files

gentle hazel
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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?

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These are the pngs for an eye texture

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I have tried multiplying these in gimp with no luck

finite frost
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Hi guys, how can I find item models and weapons for Blender?

gentle hazel
gentle hazel
pearl solstice
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Awesome lol

whole gyro
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Omg lol

solid sand
lunar geyser
# finite frost Hi guys, how can I find item models and weapons for Blender?

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

GitHub

Import/export .x files in Blender 3.0 (and some earlier versions). The Poikilos fork attempts to maintain compatibility with the latest stable Blender and allows install via GUI (Click "...

lunar geyser
# finite frost 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.

sullen dawn
spare mulch
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does anyone know how to put blood on tiles for blender?

unborn plinth
knotty dew
hearty belfry
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Hi, this add-on have a problem

unborn plinth
finite frost
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How i find models for shoes/boots?

hearty belfry
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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 ☹️

stark arrow
unborn plinth
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Probably

hearty belfry
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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?

lunar geyser
hearty belfry
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I tried 1 , 0.1 and 0.01 but the result is the same

lunar geyser
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0.01 is what I use.
Maybe look at the texture mapping, is the naming all correct?

unborn plinth
hearty belfry
knotty dew
hearty belfry
lunar geyser
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What does the export setting look like?

lunar geyser
hearty belfry
lunar geyser
full latch
lunar geyser
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@hearty belfry Also check the world units... Just throwing out suggestions for things that have stumped me before

hearty belfry
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ok I'll check

lunar geyser
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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

knotty dew
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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?

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model default {
file =
}

knotty dew
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vehicle mods
specifically the txt scripts

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i just want like a properly described syntax rather than step by step guides

lunar geyser
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ah ok. I'm not sure about that either, sorry

knotty dew
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ok then

timid frost
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Made the navy colt revolver 😄

finite frost
upper plaza
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What is the meaning GUID by clothings creating and what happend of use a GUID from Vanilla CLOTHES?

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And why only clothes need a GUID ,not others textures

knotty dew
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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

cedar scaffold
covert verge
somber ibex
pearl spade
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Where do I find the vehicle model files to put into blender

full latch
pearl spade
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"ASCII DBX files are not supported"
I am gabberflasted

finite frost
pearl spade
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I'm already at 3.3

full latch
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I noticed that some of the models i can import to blender but not all of them

pearl spade
jade quail
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you should be able to find a converter on google

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blender only supports binary fbx files, not ascii fbx files

pearl spade
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damn

full latch
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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.

jade quail
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yeah, some of them are binary

full latch
pearl spade
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The only binary ones are the experimental moderncar ones

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with doors

full latch
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Can we have some consistency in 42?

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I swear...

jade quail
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i've done this in the past if you need a specific converted model

pearl spade
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Honestly

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I've never used blender before

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I'm just here to see
-how to import car
-how to put texture
-how to make wheel spin

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First step is already somewhat clear

full latch
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Spin in blender, or in game?

pearl spade
normal gust
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autodesk has an fbx converter that can swap between binary and ASCII fbx files

pearl spade
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I'm so good at this (I'm gonna shoot myself)

sullen dawn
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i can convert x > fbx binary or not. lmk.

upper plaza
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It is true that PZ allows only one Material on an object in blender?

full latch
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Pz only supports textures. Metalic/Highmaps etc won't work

upper plaza
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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

silk musk
sullen dawn
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the truth is out there

lunar geyser
full latch
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I wonder, if there is ever the case where you'd need your normals to be inverted. Not in PZ, but anywhere.

upper plaza
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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?

knotty dew
knotty dew
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i dont know where i messed up but the hood isnt showing also theres no passenger seat

full latch
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Really nice looking model though

knotty dew
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idk how to properly snap multiple objects yet
which is why theres alot of clippings

somber ibex
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otherwise the clothing will clip

full latch
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You know, when you extrude part of player body and make clothing from it, but do not move UV's

somber ibex
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yeah it hides all clothing below

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if the model doesnt have the same uvs as the body then wearing clothing over it will make holes and stuff

upper plaza
# somber ibex it hides the clothing below too

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

upper plaza
scenic isle
full latch
scenic isle
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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

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having a hard time handling .x files in blender and importing them into zomboid, i want to research a bit more before asking questions

scenic isle
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thank's, i'll look into it

fallow stone
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Heya, is there a way to make a custom mask FOR THE BODY?

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Im doing a hat mod and wanted to make a custom mask that hides the head BUT NOT the neck

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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

somber ibex
fallow stone
somber ibex
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it hides both

fallow stone
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Im new in this and I dont know how that colors works in the mask works

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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

somber ibex
spare mulch
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does anyone have a good imagine of the sky that looks like it would feel right at home in the zomboid world?

fallow stone
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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

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It just works when the mask isnt 0 (head and neck invisible totally)

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(head hided and neck still showing, but needed to use other mask that isnt 0)

somber ibex
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does it work if you remove the m_masks line

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that should work on the body but it wont hide clothing for some reason

fallow stone
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the custom head mask just work when there is a m_masks asigned

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and for some reason the 0 mask overrides my custom mask and hides head and neck

somber ibex
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yeah thats been driving me insane for a while

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you can use mask 11 which hides the skirt area but i dont think theres any other workaround

fallow stone
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the mustache is still visible ded

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and I wrote in the xml "nohair" in m_HatCategory

full latch
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<m_HatCategory>nohairnobeard</m_HatCategory>
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Though i have no idea what you're making

fallow stone
fallow stone
fallow stone
full latch
fallow stone
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<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>```
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for some reason the mustache just hides in health panel

full latch
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Thats strange. Can you tell me why you're using mask 11?

fallow stone
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in short words, the custom head mask only works when im using a 0-16 mask

full latch
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Its solaire helmet from DS?

fallow stone
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yep

full latch
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Why would you need to hide head?

fallow stone
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too big for the helmet size

full latch
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Why not increase helmet size?

fallow stone
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also the mod is published in the workshop and some persons said that the helms are too big rat

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Im trying to make the head invisible but the neck nope so the other helms dont look joined with the torso

full latch
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Why not add chainmail like neck to it?

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Something like this with Helmet

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Then you can use this mask

fallow stone
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as a second item or in the same model?

full latch
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Same model?

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You weighted them, or did you use static method?

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For it you would probably need to weight it, but who knows

fallow stone
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im new in modding wydm

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the model is static

full latch
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Alright

fallow stone
full latch
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Yeah.... i probably need to make a guide for clothing and weight painting

fallow stone
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It will be useful

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But rn im just doing helms

fallow stone
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or other way to make the neck visible

full latch
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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

full latch
fallow stone
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I have some knowledge with Blender so maybe I could do it

lunar yarrow
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sup broddy's, please give me link tutorial create mod(Clothes)

spare mulch
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does anyone have the files for jeans and its texture?

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i cant find them anywhere

zealous peak
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in media/textures

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not exactly sure if this is the correct mesh, but this is in media/models_x/skinned/clothes

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I suggest taking a look at the folder yourself

spare mulch
spare mulch
somber ibex
wicked sun
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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?

spare mulch
# wicked sun Hey felas, I want to try my hand at some modeling and doing thumbnails with PZ m...
SQz

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&...

▶ Play video
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Best guide for you

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you might find some pre made ones scrolling through the text but this is the best for learning everything

wicked sun
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ty ty!

unborn plinth
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You'll find a blender rig for renders on the modding Discord

marble junco
#

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.

whole gyro
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Tbh that sounds good but I kind if new I been trying to work on making new models

stiff nymph
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Just letting whoever know this 2nd pinned message link regarding animations is dead.

knotty dew
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is it necessary toname the vehicle
carnameBase
like Base as suffix?
on the txt script

knotty dew
knotty dew
marble junco
knotty dew
marble junco
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Yeah glory to Slayer!

proven jolt
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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

knotty dew
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ok the tutorial i read said to add base which totally doesnt make sense thats why i asked

knotty dew
subtle warren
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Guys do you know who's car is this ?

upper plaza
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Finally understood mask ID thanks JzK7 and nik

terse lion
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This should be a car wth is this?

surreal citrus
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or that's glitched into the sky

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likely a mod issue

knotty dew
full latch
zealous peak
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Sten MK 2

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needs only a few more textures and it should be done

gentle hazel
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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

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My mesh is basically like a big spiffo suit

spare mulch
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Is the chef hat in zomboid a model or a texture cause I cant find it in either?

fallow stone
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as F_ChefHat or M_ChefHat

spare mulch
glad crystal
whole gyro
terse lion
surreal citrus
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I have no ideas which mods you have installed or not, in what order, from what creator or how

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I'd say it's a vehicle mod though lol

vestal wave
#

Do you guys recommend modeling through Blockbench, and import later to Blender?

gentle hazel
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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

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basically, if wearing cat costume. Idle pose is like this

sullen dawn
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short answer, yes

cedar scaffold
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long answer?

full latch
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While it is possible, its alot of effort for mediocore result at best?

gentle hazel
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I see, I might just make my mod overwrite the idle pose lol no need to overcomplicate things

full latch
#

I'd just edit model to make arms have a curve

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So hands and shoulders are in same plac, but rest of your clothing arm is bend

vast vortex
#

Anyone know where I can get the Spongies hair models?

sullen dawn
knotty wind
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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?

sullen dawn
#

you are kidding ... right...
( tell me you arent )

knotty wind
#

listen this things my first model that isnt an incomplete donut

knotty wind
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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"

somber ibex
vast vortex
knotty wind
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made my first model ever. Its the bozar from new vegas.

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will make into a mod once i make a texture and animate it

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speaking of textures anybody got any pz texture tutorials handy?

somber ibex
sullen dawn
knotty wind
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I mean like animations for holding the gun, reloading, that kinda stuff

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assuming that theres not already some easier built in way to make animations like that anyway

sullen dawn
terse lion
waxen jolt
#

i have a got a question. What is the average tri count on vanilla melee weapons ?

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guess basically asking is a tri count above 800 to much

frank lion
knotty wind
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It’s that easy?

frank lion
# knotty wind 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

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Idk if this is helpful but you just gotta imagine it inside PZ and look at other guns

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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

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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

knotty wind
#

The art style really makes the texture look more complicated

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Like looking at models I don’t expect the actual texture file to be a lot of flat colors

sullen dawn
#

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, )

safe path
sullen dawn
#

sounds interesting 🙂

spare mulch
#

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

sullen dawn
#
  • LVX: Re - Curve
    A Realistic Bow System
knotty wind
#

those eyes are way too detailed

#

uncanny valley thing going on

supple sedge
#

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.

silk musk
pliant compass
#

been a while since i last posted an image of the lesabre (ignore that green/blue thing in the interior)

brazen sequoia
#

how do i change the color of a hair model in blender

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wait nvm

knotty dew
#

anyway to refresh the texture in game if i modified it

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for skinned clothing

pliant compass
#

polishing some stuff, now it has rust textures

full latch
opal galleon
#

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!

fallow stone
#

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.

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I created a new game again and the transparent stains arent there, but in the game where they apperead they are still there

fallow stone
full latch
#

.pack files i assume

full latch
fallow stone
#
<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

full latch
#

That will fix it

fallow stone
#

Also I tried to take other screenshot seconds after, and in a blink the textures just... ¿?¿

lilac glen
#

Hi! i need help with a Blender model

silk musk
#

You aren't plannin to use that for zomboid are you?

lilac glen
#

yeeeeeees :3

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but it needs more work xD

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i know, it looks like a minecraft weapon

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but its my first mod

silk musk
# lilac glen 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

lilac glen
#

oh.. and how can i do that?

#

i dont know how to use blender unhappy

silk musk
#

edit, preferences, extensions / add ons

lilac glen
#

this one?

silk musk
#

Yes, in blenders edit mode youll be able to create a smooth transition from a square shape to a circle one

lilac glen
#

and umm where i can see that? sorry im not trying to bothering

#

im a slow learner :c

frail elm
lilac glen
#

thanks but i think not work :c

full latch
#

Why not watch one from thousands of tutorials on YT

lilac glen
#

😦

gray zephyr
finite halo
#

is there arleady rigged model of male body?

bitter plover
#

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

slim sedge
#

where do you access vanilla models and how do you throw them in blender

silk musk
#

check pinned messages

pliant compass
#

hi, is there any tutorial on how to make bike mods?

silk musk
pliant compass
#

thx, will see what i can do

covert verge
heady panther
#

Pretty good

#

Like from 60s

lilac glen
#

hi! its me again.. so i decided to make another pistol with less cuts and stuff... this is better? not a "game killer" ?

full latch
lilac glen
#

im using a png pic

timid frost
upbeat quarry
lilac glen
lilac glen
lilac glen
strong wasp
pliant compass
#

working in converting some fo4 vehicles

sullen dawn
knotty dew
#

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

sullen dawn
#

its locale, based, when doing it automatically, so likely that was auto parented, to either clav, spine1, or backpack

#

ie, it now moves.

crimson gull
#

man i wanna get back to modding every time I visit this channel unhappy

sullen dawn
#

more armor stuff coming soon :3
( i had to SFW the hell out of it with the black suit. just in case. )

sullen dawn
#
  • Undead Survivor Redux V2 ( in dev still )
gray zephyr
#

or im trippin

gray zephyr
#

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

sullen dawn
#

Clothing compat is very much not as big an issue, as i patch them constantly

gray zephyr
#

holy, i know how to animate but idk nothin about modeling so i thought it was harder

sullen dawn
#
  • Project Ava V2947 ( V2903 Far Right )
pliant compass
lilac glen
#

well ppl thanks for everything, i give up trying to make mods

#

is to difficult

sullen dawn
#

i grinded through failure thousands of times when i first started. keep at it

lilac glen
#

the textures are the worst part

idle fractal
lilac glen
sullen dawn
#

( its UV wrapping he struggles with )

frail elm
formal flume
#

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!

knotty dew
#

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?

full latch
gray zephyr
#

is the best model i have seen till now on project zomboid

knotty dew
#

id lile to avoid this if its possible

full latch
full latch
knotty dew
#

the rest of the stuff doesnt do that

full latch
#

How do you exacly do your models?

knotty dew
#

and noticed on the xml
you need to specify the head bone

knotty dew
full latch
#

Do you weight pain them or make it move with bones via xml?

knotty dew
#

weight paint

full latch
#

You know you can weight paint hats too?

#

Its far easier

#

than assignign to bones and pray it works

knotty dew
#

how do you make them move via xml? you mean animset?

knotty dew
full latch
#

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.

jade quail
#

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

full latch
#

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.

knotty dew
#

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

knotty dew
#

i found

item:setWorldZRotation()

theres no set but the
AddWorldInventoryItem
has height
pretty sure thats the offset

knotty dew
#

it worked

jade quail
#

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

full latch
# knotty dew ok <@286889717985705986> thnx for the info i still would want to figure out a w...

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?

knotty dew
#

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

sullen dawn
#

bruh just do ground models like a normal person -_-

knotty dew
knotty dew
thorn dew
#

Hey glytch!!

knotty dew
forest raven
#

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?

sullen dawn
#
  • [AVA] Makeup Expansion,
    ( you fought the bear, The Bear Won. )
#

Main Ver

knotty dew
#

what could have caused this? im guessing i left a floating vertex

sullen dawn
#

Weights unassigned.

#

some vertex's have no data.

knotty dew
#

ahh thnx thnx

knotty dew
#

so i just need to add even a tiny bit of weight ?

sullen dawn
#

pretty much, ther vertex's arent assigned to the bones

hearty belfry
#

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.

knotty dew
#

and i dont think dummy is needed too

supple sedge
#

Some mullets

hearty belfry
knotty dew
stone skiff
#

Hello there

#

do you guys have a beard model?

broken mauve
#

any1 know how to fix the bones for the zomboid characters

idle fractal
safe pewter
#

i wanna make a rally car can someone help me with the blender model of it

hearty belfry
unborn plinth
sullen dawn
sullen dawn
pliant compass
#

progress on the pack, made some new models and started texturing the pickup (not pictured)

warm flame
frail elm
broken mauve
#

I am a 3D modeler

frail elm
echo flume
#

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

unborn plinth
#

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

echo flume
#

alrighty, I think I'll just go into photoshop and mad science it

knotty dew
mild seal
#

Are there any tutorials on how to add clothing items from mods?

pliant compass
pliant compass
silk musk
lost geode
#

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

winter echo
echo flume
#

missing magazine textures.. not sure what I did wrong here.. any suggestions?

jade quail
#

put a comma at the end of your texture = line

balmy basin
#

Anyone know of a guide on how to get 2D sprites in PZ isometric perspective using Blender and 3D models?

balmy basin
# balmy basin Anyone know of a guide on how to get 2D sprites in PZ isometric perspective usin...
balmy basin
#

Anyone know how to render an image in blender with transparent background? By default it uses gray.

frail elm
latent mauve
#

Is this texture still used in-game? it looks old compared to newer ones

frozen sandal
somber ibex
#

i think it probably is older than the other zombie textures though since zombie decay was added later in b41

pliant compass
subtle warren
#

congrats on bethesda

pliant compass
subtle warren
pliant compass
#

also just now that i realized the pic is a bit blurry, dunno if it is blender or my internet

pliant compass
#

kinda like some of those 80s nissan recreational cars

subtle warren
#

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

latent mauve
pliant compass
#

even though i'll have to agree with you

subtle warren
#

they revived the game in such a destructive way

pliant compass
#

yep

#

i feel like the biggest problem with fo4 and modern bethesda games in general is the writing and general design of it

subtle warren
pliant compass
subtle warren
pliant compass
#

i feel like fallout have the same problem as gta, where there's the favorite, the cashcow and the base for it

subtle warren
#

my self made assets for a Fallout 1 - Clone game

#

probably never gonna be used

pliant compass
#

reminds me of ps1 styled models

subtle warren
#

PS1 FPS fallout 1 clone

subtle warren
#

unused cars for a non existend game, i deleted the design decuments too

#

only models left

pliant compass
#

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

subtle warren
subtle warren
# subtle warren

if anyone wanna use them in their projects feel free to contact

pliant compass
#

i feel like 40s/50s/90s cars are a hell to make lowpoly models

#

specially in the psx style

subtle warren
#

its hard ill admit

#

i am not gonna do cars Below 20$ after these are done

pliant compass
#

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)

subtle warren
#

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

pliant compass
#

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

subtle warren
pliant compass
#

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

sullen dawn
sullen dawn
subtle warren
#

amazing work

#

dauphine all the way down

pliant compass
#

love these little french nuggets

pure notch
#

I'm surprised nobody has done any GTA car-alike

subtle warren
pure notch
subtle warren
#

I already did the Renault 9 and 12

#

And 11

pure notch
sullen dawn
#

Much Snug vibes

elder shale
#

Peace and blessings be upon you and your loved ones.

Several questions!

  1. What is best to use for Zomboid modeling?
  2. How does one get the measurements for said modeling/the player model?
  3. How many hours of YouTube tutorial am I about to invest in whatever program you're about to suggest?
sullen dawn
#

blender.
use the default bodies pinned in this discord
i never used 1 second of tutorial.

sullen dawn
#

Matchy Jacket & TacM's

#

all of it is fitted at 0.0001 scale, matching the Real equivalents

frail elm
#

Fallout Combat Armor WIP

sullen dawn
#

Moshi Moshi, Come IN rubber Ducky.. * Over *

grave moth
#

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 ._.

full latch
#

Also most of vanilla clothing is in .X files not fbx

elder shale
#

Thank you, kindly.

elder shale
#

Excuse me guys, do I need to pay for the Better FBX importer?

stark solar
#

Is their a way we can use modded models for blender or no?

#

Like britas weapons and armor

elder shale
stark solar
#

Oh alr thanks

sullen dawn
#
  • Project AVA: NPDM: Ranger Shorty Conversion
full latch
#

*cough bow

sullen dawn
#

waiting til b42 ^ on that

#

changes to weapons & anims

solemn talon
#

ooh! fallout stuff is the best

elder shale
#

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?

full latch
#

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

knotty dew
#

what addons do you guys use for weight painting?

full latch
#

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

full latch
#

@bitter plover Would you mind, if i did addon that removes skulls from your backpack, if it would still require your main mod?

full latch
#

Yay!

bitter plover
# full latch 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

full latch
#

So you can patch it?

bitter plover
#

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

full latch
#

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

bitter plover
#

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.

full latch
#

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

bitter plover
#

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

sullen dawn
fierce abyss
#

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?

bitter plover
#

Everything else you'll need is in the pinned messages also

bitter plover
fierce abyss
#

oh shoot, nice! I didn't realize that was such a frequent question-

full latch
sullen dawn
sullen dawn
bitter plover
sullen dawn
#

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 )

bitter plover
# sullen dawn

If you're making models like this I'd seriously consider setting up and artstation and a linked in profile and looking for work

sullen dawn
#

oh no. thats the Bayverse Optimus Prime Movie asset.
no way i would make that.

bitter plover
#

Was talking about the gun models, they're clean

sullen dawn
#

oh those, that particular one is 50/50
its very heavily Cut and optimised

bitter plover
#

Still, could land a job with that level of skill

sullen dawn
#

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.

sullen dawn
#

Kattaj Service uniform mod works well with Ava, solid... 95% pass 🙂

#

pants are different story, but thats normal from PZ trouser models i beleive

sullen dawn
#
  • Ahz Skirts Mod, AVA Patch
timber zodiac
safe pewter
#

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

rugged nest
#

Gosh i feel so stupid when i started to try make a PZ model in Blender

frail elm
#

So why

rugged nest
hollow scroll
#

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

tame totem
#

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?

hollow scroll
#

I have a playlist with some tips that can help you, just like it helped me

#

@tame totem

tame totem
#

thx

hollow scroll
#

xd

latent mauve
knotty dew
sullen dawn
#

you ...turned on a skele & it isnt halloween?

timber zodiac
#

sup

#

how fix that? i dont have a car body

#

this is car settings

#

maybe someone can find error

#

i made as in this tutorial

sullen dawn
#

Custom Slicey Anim + Custom Stab Anim comin next patch

blazing mason
timber zodiac
mild seal
pliant compass
# timber zodiac

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)

timber zodiac
timber zodiac
#

It's issue with body, maybe in .txt file

timber zodiac
pliant compass
#

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

sullen dawn
#

Even Moar Anims

timber zodiac
#

its second model where i have problem with body model

#

wheels shows, but body - no

timber zodiac
#

i fix that

timber zodiac
#

what is this yellow pixels?

rugged nest
idle fractal
# timber zodiac

I think I see it around the windows as well. My guess is that it is in game texture compression.

timber zodiac
idle fractal
#

It could be that PZ is resizing and compressing your textures, resulting in these artifacts.

unborn plinth
latent mauve
#

well not a requirement, just a recommendation

unborn plinth
#

That looks amazing

latent mauve
#

thamkks...

#

the zeds just love lowering their heads and not show their faces smh

unborn plinth
#

Yea lol

latent mauve
#

these are one of the unique ones

#

incredibly joyous

timber zodiac
timber zodiac
#

this is damage texture :\

cedar scaffold
latent mauve
#

that name sounds ominous

cedar scaffold
#

john liverman @latent mauve

latent mauve
#

not the John Liverman

cedar scaffold
latent mauve
#

Oh God

cedar scaffold
latent mauve
#

No

cedar scaffold
#

i forgot to save him

latent mauve
#

oh shucks

cedar scaffold
#

john liverman rots

#

but his textures are easy enough

#

put john liverman in the files of the game

#

and you will never recover

latent mauve
#

not the first time that I forgot to save a texture paint in blender

cedar scaffold
#

who really expects to go in the texture paint menu and press save

#

nobody i tells ya

latent mauve
cedar scaffold
#

i could also just fork your mod and replace it as needed if you allow me to

latent mauve
cedar scaffold
#

ill send it to you later

latent mauve
#

I got lazy texturing the ones without level_x

cedar scaffold
#

oh wait

latent mauve
#

I'll just put it for shit and giggles lol

cedar scaffold
#

theres different levels of zedbodys?

latent mauve
#

y

cedar scaffold
#

ill get back to you

somber ibex
latent mauve
sullen dawn
vapid iron
latent mauve
grave moth
#

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

sullen dawn
#

Ranger Operator mod progress time.

#

There is... alot. done. today

#

Base Mod vest meme loadout PepeLaugh

bronze dawn
#

does anyone know why my custom shamble animation isn't playing? I have it in the zombie folder in Anims_X

#

its a .fbx

sullen dawn
#

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?

bronze dawn
#

also it is throwing errors

sullen dawn
#

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.

bronze dawn
#

TYSM

#

hmmmm

#

I renamed the action

#

and the nla track

sullen dawn
#

keep at it. youll get there

bronze dawn
sullen dawn
#

the NLA is the animkey.

bronze dawn
#

Ah

lilac wren
#

Anyone? Hello?

ancient pagoda
#

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°

sullen dawn
#

you mean this yes?

#

@ancient pagoda

hollow scroll
#

HOW TO IMPORT 3D MOD MODELS TO BLENDER?

#

IS IT POSSIBLE?

unborn plinth
hollow scroll
#

TNKS

lilac wren
#

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

sullen dawn
gray zephyr
unborn plinth
sullen dawn
unborn plinth
#

Did you just make a whole ass animation for zombies lol ?

sullen dawn
#

yes

#

slapping them is Evil levels of fun

gray zephyr
#

one slap man the mod

#

💀

sullen dawn
#

so im already working on mods for B42
... even with no info on how it all will go 9076peepogiggle What could go Wrong.

wicked sun
#

Hey felas! Does zomboid have transparency? Like, can I load a texture with transparent properties?

sullen dawn
#

yes.

full latch
#

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

wicked sun
#

Not about clothing, you see

wicked sun
#

This

#

this fucking irks me to no end

#

the absolute lack of a lil shadow

#

So I am going to fake it

sullen dawn
#

Seethrough Tech is most definately possible.

wicked sun
full latch
#

I'm not sure how it acts on objects that are placed on world

sullen dawn
#

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.

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^ this will work on a 3d item placed. 100%.

sullen dawn
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happy hunting 🙂

wicked sun
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but, i think i need a particular shadow for this

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I will report with results

sullen dawn
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see the one under your char?

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thats the one i mean it uses 😛

wicked sun
#

Maybe create just the AO of the lil legs?

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could be

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if I have transparency

sullen dawn
#

you can add or edit your own, so. yeah up to you, tons of options

wicked sun
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nothing can stop me

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Thanks everyone, and excuse the strong tone of my request. I was a bit pissed at how it looks like a sticker

wicked sun
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Should look like this in game, I will report

unborn plinth
sullen dawn
#

i tried explaining it once and people were legitimently not...able to understand..

abstract fulcrum
#

I have a question about where I can get hair textures?

blazing mason
abstract fulcrum
blazing mason
somber ibex
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the file names start with F_hair

abstract fulcrum
timber zodiac
#

decals working bad 😦

polar quartz
stable obsidian
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VFE feature teaser

full latch
#

Chambering bullet without magazine?

stable obsidian
#

jams

upbeat quarry
#

Old photo of my unfinished mod

near gate
#

killdozer???? lol

sullen dawn
#

i gotta ask. for the love of zomboid itself. Are ANY anim files being converted to fbx.
even just....1.

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i saw the update. there are not...any present..

supple sedge
sullen dawn
#

the oddity is, when making any 3d file or anim. it takes a second at most to make it fbx

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.x anim files, are the worst, Possible outcome for this, unless those tools can make anims that dont corrupt in blender

supple sedge
sullen dawn
#

i await that program eagerly.

supple sedge
#

You could message him I guess and see if hes still doing it.

sullen dawn
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normally i ...refrain from annoying them as they are busy. but it is important, so i will, attempt it.

supple sedge
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Did they change the body. in b42? Things look ok in the character viewer but ingame this happens.

somber ibex
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you have to go into weight paint mode on the model and hit "normalise all" which should fix it

sullen dawn
#

SO THATS what the Damn thing is

supple sedge
whole gyro
fleet copper
#

Are there any video tutorials on how to model for zomboid?

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tried doing it myself but i didnt like the outcome

sullen dawn
somber ibex
#

did you do normalise all or just normalise?

sullen dawn
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either

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both helps a little. but not much really.

somber ibex
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try turning on auto-normalise in weight paint mode and then painting somewhere with low strength and see if that fixes it maybe?

sullen dawn
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painting on a body mod is dangerous

supple sedge
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Did you try the latest version of blender? Maybe that might be it, its what Im using rn.

sullen dawn
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always stuck with 4.1 til today apparently

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new blender ruins the flow. of everything

somber ibex
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i'm on 4.1

sullen dawn
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4.1 is solid

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mostly gone. but still there as usual

supple sedge
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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.

sullen dawn
#

Please Tag me if they fix this render issue.

supple sedge
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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.

sullen dawn
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I re weighted it from scratch, technically it is perfect ... Even used every kind of normalise there, painting it by hand ruins it

supple sedge
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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.

sullen dawn
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I've made that mod for 6k hours. I'm....beyond burnt out and not motivated if it's wrecked

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Nothing I got can fix it above...85%

supple sedge
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Oh dang nvm, well hopefully they fix it soon but if not you probably have a 2-3 week break.

sullen dawn
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If they don't, I'm not coming back

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No amount of money or features can replace that effort for me

sullen dawn
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Worthless.

frail elm
sullen dawn
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Nothing pheasible is really fixing the core issue..money can't turn back time or fix every issue.

sullen dawn
#

This isn't getting you anywhere ...

frail elm
somber ibex
sullen dawn
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I hope so 😥

somber ibex
#

am i crazy or are the weights on the female model broken in the new version

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the thumb looks like its weighted wrong

sullen dawn
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Idk why but the whole rendering is way off, for mine.. nothing helps it

somber ibex
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oh nvm i think its just the thumb bone moving

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i somehow didnt even notice there was a thumb and finger bone until just now

sullen dawn
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The finger things...somewhat odd but been there for ages

somber ibex
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i was wondering how i never noticed it before but i think its because we can zoom in more now

sullen dawn
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Likely due to that anim being made with an item in hand so long ago

somber ibex
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yeah i just tested a bit and it is the bone i think

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weird

sullen dawn
#

It does seem... exaggerated more than I remember

somber ibex
timid frost
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Animations are also broken

sullen dawn
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It's the pz player body model, so swapping it to square or tri won't change the out come

timid frost
#

Is there a new way to handle animations?

somber ibex
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i have a clothing model that was still having rendering issues even after normalising but triangulating it in blender fixed it

sullen dawn
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I'll give that a quick test

somber ibex
#

wait nevermind

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when you press normalise all go to the bottom left of the screen and turn off lock active and see if that fixes it

sullen dawn
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yknow what, idk how but for once, im happy to be handed the idea that worked 🙂

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thankyou.

somber ibex
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i have no idea why some of my models were fixed without changing that option but others werent

supple sedge
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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 ded

sullen dawn
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such a small thing had me ruined 😦

sullen dawn