GTA IV peds have different bones, so it makes GTA V peds incompatible for IV animations. You can’t directly convert animations without bone mapping and some additional work (this could be automated most likely).
Thank you for your reply, i would look on it - thanks for pointing in correct direction.
“fx_version” is spelt wrong in your fxmanifest.lua
Oh shit…
Thanks
How to release it to the ground? In 3d max I lower it, but it doesn’t want to. Same thing with the left hand.
I wonder if any of you have the issue that drag and drop feature doesn’t work? I tried to run AnimKit as an administrator, I redownloaded it and it still doesn’t want to work. I sent my onim file to friend and drag and drop workedfor her. Any ideas why this might happen? I use 3ds max 2017 and windows 10
Can someone help me with an animation ? I tried making a vertical grip anim when the player is holding a weapon with the grip attachment added, but the result didnt work at all.
(How it looked in 3DS)
Has anyone managed to fix the issue where the legs seem to snap if they go beyond a certain angle?
Would it be possible to make an animation that moves from the point of origin? If so, how could it be done, because I already tried putting a key frame at the point of origin and another with the skeleton a little more advanced and when it comes to passing it to the game the character stays still and does not move
i need the blender version
merci !
adjust the skel_root bone to the ground
waiting for an answer as well. thigh bones aren’t acting as it should be and just snap.
looks very nice to play with
Sorry to bother you, but is there any update on supporting uv animations?
When you make a few animations, all the animations are broken, is that the case with you?
Edit the ycd xml and add a unique Unknown1C value like this [Tutorial] Creating and editing animations for GTAV using AnimKit - #65 by mikey32
If you wrote the metas correctly and everything, it should theoretically be possible
How to ? are there any video tutorials?