[How-to] Import freemode/multiplayer model for creating custom animations using AnimKit

This tutorial is only going to cover on how to get and import the required ped components in 3DS Max since the further steps on rigging are similar as written in the initial AnimKit tutorial by Disquse.

Requirements

Creating freemode ped rig:

  1. Open OpenIV

  2. Search streamedpeds_mp.rpf and then click Search in all archives:

  3. Open the streamedpeds_mp.rpf:

  4. Select mp_m_freemode_01.yft, right click and select Export skeleton to openFormats (.skel) :
    NOTE: Make sure you extract all the contents in same folder starting from this step.

  5. Open mp_m_freemode_01 folder :

  6. Find feet_000_u.ydd, right click and select Export to openFormats (.odd) :

  7. Find head_000_r.ydd, right click and select Export to openFormats (.odd) :

  8. Find jbib_000_u.ydd, right click and select Export to openFormats (.odd) :

  9. Find lowr_000_r.ydd, right click and select Export to openFormats (.odd) :

  10. Find uppr_015_r.ydd, right click and select Export to openFormats (.odd) :

  11. Find feet_diff_000_a_uni.ytd, right click and select Export to openFormats (.otd) :

  12. Find head_diff_000_a_whi.ytd, right click and select Export to openFormats (.otd) :

  13. Find jbib_diff_000_a_uni.ytd, right click and select Export to openFormats (.otd) :

  14. Find lowr_diff_000_a_whi.ytd, right click and select Export to openFormats (.otd) :

  15. Find uppr_diff_015_a_whi.ytd, right click and select Export to openFormats (.otd) :

  16. At this point, we have exported all the default ped structure. You can go forward and export more components like hair, beard, teef etc. but we are going to continue with these components only. So now, if you have extracted and followed every step properly your file structure should look similar as shown in the image :

  17. Now rename the mp_m_freemode_01.skel file to head_000_r FULL.skel . After renaming it should look similar as shown in the image

    step17

Importing everything in 3DS Max
  1. Launch 3DS Max and start GIMS Evo

  2. Click on Import

  3. Select feet_000_u.odd and click open
    import_model

  4. Now when it asks to select texture dictionary, select feet_diff_000_a_uni folder and then press OK.
    import_texture

  5. Repeat the same step again and import all the remaining parts. Make sure you select the corresponding diff folder for each model when it asks for texture dictionary

  6. Once you have imported all the models, your 3DS Max view should look something like this:

  7. So now lets first organise our scene for proper working by following steps:

  • Click on Perspective and make sure Viewport Clipping is checked.
    organise

Once Viewport Clipping is enabled, move the triangular sliders to the max extents are shown in the image:

step_clipping

  • Click on Standard → Materials → Uncheck the Enable Transparency option

step_transparency

  1. Now if you expand the hierarchy, you should have something like this:

Important thing to note here is that you should not have any Fake Bone under head_000_r hierarchy. Any other part having Fake Bone is fine.

Now you can continue to follow the AnimKit tutorial from Making a simple rig from ped in the third step and make the animations for freemode peds.

Sorry for multiple edits :sweat_smile: Formatting messed up real hard

7 Likes

Thanks a lot bro!

Sorry for this stupid question, but what changes if I use freemode player model instead of jesus model in animkit tutorial?

freemode ped has more bones. Image below shows the difference. Left skeleton is on freemode ped whereas right skeleton is on jesus model

1 Like

Thank you! :slight_smile:

Thanks a lot.
If someone doesn’t want to do all of this, here is the complete rig (straight by the tutorial): mp_m_freemode_01.zip (3.3 MB)

I’m wondering why did you export the SKEL file and later rename it if you never really imported it.
And by the way, is the female model any different from the male one? Any extra bones?

5 Likes

.skel file doesn’t need to be import separately. When you import the odd, it fetches all the bone data from skel file automatically. Renaming and adding the FULL is a workaround for GIMS to import the ped bones properly. If you import the ped without the skel file or do not rename it with FULL at the end then you’ll have fake bones in your ped

1 Like

Is it a good thing to also export the female model of the same can do?

so i hope someone can get back to me. so now i have all the bones. when i attach my clothing i want to make and do everything with the weights and textures. when i export it comes out to be a odr. then it converts to a ydr. why is it not comming out as a ydd