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 Post subject: Re: OpenIV for Grand Theft Auto V
PostPosted: Sat May 07, 2016 8:07 am 
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Excellent update! Being able to work with the game models in max is always such a treat. Unfortunately the latest EVO imports the model's skeleton set orientation at 90 degrees to the right, hope a fix will be available soon.

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 Post subject: Re: OpenIV for Grand Theft Auto V
PostPosted: Sat May 07, 2016 5:52 pm 
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artworkplay wrote:
Excellent update! Being able to work with the game models in max is always such a treat. Unfortunately the latest EVO imports the model's skeleton set orientation at 90 degrees to the right, hope a fix will be available soon.

Try this:
Quote:
There's one thing you all should know about ped models import:
Some models haven't got full skeleton in them. To import the skeleton and skinning properly, you should get the full skeleton from corresponding .yft files using OpenIV.
For an example, if you want to import some of player_zero models, you should go to the player_zero archive, click right mouse button on the player_zero.yft file, and select "Export skeleton".
Then, you place that .skel file near to needed .odr or .odd, and change the skeleton file's name.
If the model name's "uppr_000_u.odr", you should name the skeleton "uppr_000_u FULL.skel"(note the space between the model name and "FULL" part).
GIMS will find that skeleton and use it instead of the model skeleton.


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 Post subject: Re: OpenIV for Grand Theft Auto V
PostPosted: Wed Jun 14, 2017 10:01 pm 
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RIP OpenIV =(
http://gtaforums.com/topic/889348-take-two-vs-modding/

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 Post subject: Re: OpenIV for Grand Theft Auto V
PostPosted: Mon Jun 19, 2017 12:54 pm 
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Sad day indeed. :-(


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 Post subject: Re: OpenIV for Grand Theft Auto V
PostPosted: Sat Jun 24, 2017 2:02 pm 
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looks like it's coming back.
http://www.pcgamer.com/gta-modding-tool-openiv-receives-an-update-signaling-development-will-continue/



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