ZM3's Inverse Kinematics and Model Design Showcase

Kinda curious what are the purpose of the rotation thingies that branched from bones and left individually. Those are the bones with names beginning with IK_, RB_, MH_, and some others.

So, quick learning and understanding the basics thanks to Oleg @ ZM3 Forums led me to a great understanding of how bones actually works, and how they are used to simulate rotation and bending.

It's not merely simple, though, to design a ped mod from scratch, especially since this is a Boruto ped mod I'm working on. This was all thanks to ssh who made the BMS script for QuickBMS that can decrypt and extract the files from a CPK archive in one go (see this post). I doubt, however, yuniwii, back before ssh made the BMS script available on 28th of February last year, might be using another method to extract the models and rig them into San Andreas, for example, using Ninja Ripper. Worst, better quality models before NS:UNS4 have been ripped and widely used by some Russian modders who're Naruto fans. This website is the example - the one I got when I released Naruto GXT Packet Chara, Jutsu CLEO, and Weapons v5.00 mod in 2014.


This goes into the extreme detail as it gets to make this ped mod work in GTA V. The design of Boruto in NS:UNS4 is not as simple as Dante or original GTA V ped. However, keep in mind that this is not a GTA San Andreas project; yuniwii and michaeluzumaki213 have already made those, but somehow Mitsuki was not included. Don't ask why.

Boruto, Mitsuki, and Sarada

Team 7 ready to rock n' roll

Boruto won the battle by cheating

Boruto in soiled condition

Boruto in soiled condition
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You see, the design of this "anime" ped mod, even though it's simple, mesh painting on your own with ZM3 tend to be difficult. There are some of the "hidden meshes" behind the real-world simulation like wind that can move/wiggle the clothes, and this is where the difficulty comes in.




Couple or hundred thousands of meshes/vertices are in the place and made mesh weighting tend to be difficult, and if one vertex left untouched or colored not equally with other vertices, while you move the bone with Inverse Kinematics active on .skel (the one with large sphere representing base of bones or SKEL_ROOT), some of the vertices will not follow (stay in place) or worse, they follow, but not gluing with other vertices, making it look like "bugged as hell" before you can even attempt to export it for an alpha test and you can call it a day.

Boruto model is unique in many ways; that's why I like it, despite I know that I really love Naruto in many aspects. You can tell it in a way he dress; he's wearing a black and pink jacket with Uzumaki clan symbol on its back. I even have a bit of trouble weighting the model's mesh on the jacket and part of the visible t-shirt he's wearing. Not to mention the large weapons pouch, too, since to properly paint (weigh) the mesh while the Pelvis bone (SKEL_Pelvis) is active, you have to separate the weapons pouch and a part of the jacket that wraps the top side of the weapons pouch so that you can paint the last half of the mesh until the legs. This is to prevent the weapons pouch and the part of the jacket from being accidentally painted when another bone that's branched from the main bone is active (example: SKEL_L_Thigh or SKEL_R_Thigh, which are the children of SKEL_Pelvis). In a likelihood, precision painting can avoid mistakes, so that bugs will be less introduced and everyone can enjoy without hassle.

No wonder modeling ped from scratch in GTA V is difficult, especially when it comes to GIMS Evo, which features it have are limited compared to ZModeler 3. In fact, ZM3 is another, yet powerful 3D modeling application that GIMS Evo can't, such as modeling cars, pedestrian, skeleton, and many more. Sadly, though, subscription is limited to 15-day trial, and for continued usage, a choice of time and price are available, starting from US$ 4.5 per month. Don't get me started with Dr.7FAR, though. He cracked ZM3, but it was an obsolete version and the crack for version 3.1.4 doesn't work on my PC. Not even my old one, too.


Anyway, considering the complexity of the model, I can highly doubt that Boruto model who's wearing the classic Naruto clothes will be so much difficult, since the head and body textures are provided with two separate texture files.

Also, be note that these models will be prepared with costume damage textures. Yes, damage textures when your or enemy character in NS:UNS4 is taking a sufficient amount of damage that can cause your character's clothes to be either soiled, partially destroyed, or both, usually indicated by ARMOR BREAK notification. It is why you will never found it on any other Boruto ped models like the one in GTA San Andreas.

The most common examples of both (soiled and partially destroyed clothes) are some of the women ninjas (kunoichi), bosses like Madara or Kaguya, and Naruto (in a normal mode).




Anyway, there's a special model where Boruto slammed the Rasengan towards Momoshiki on the final battle of Boruto's Tale (Road to Boruto DLC), and his right arm was heavily injured with part of the jacket's sleeve torn apart, but I'm not including it. Turns out that it's the same model and method as the Boruto model who's wearing the classic Naruto clothes, which it has two separate texture files mapped on head and body that I need to separate manually in 3ds Max.

Again, this complexity is what making the ped models in GTA V are rather unique compared to GTA IV or GTA San Andreas. Mesh weighting is what it makes unique, and how it should really perform IRL. If people who mod custom peds can do anime peds like One Piece (my long time classic anime that once aired on TV many years ago) or the superheroes in either DC Comics or Marvel Universe in GTA V, Boruto: Naruto Next Generations is not an exception.

I should be making a tutorial video when these models are ready, but... let's see if other people has done it before me, on YouTube.

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