Ahhhhh finally, it is now public, sorry it took a lot more time than i thought ;-;
That release was just meant to fix bugs and improve the menu, but nah, i have gone wild and decided to a bunch of shit in it, that is why the so long delay xD
That release was just meant to fix bugs and improve the menu, but nah, i have gone wild and decided to a bunch of shit in it, that is why the so long delay xD
For a mod that born as a car focused thing it is now a power house for bikes as well lol, it now have bike clutch, gas, front brake, rear brake, shifter, pegs and a cool experimental jiggle seat movement.
So yeah, now that we have lots of bike features it means we now have a proper leg IK movement, which also means car pedals, gas, brake and clutch, they gorgeously work, seriously neither i was thinking the result would look that good, i was really afraid of doing leg IK movement as GTA SA has some very weird way of handling leg bone orientations, was really a challenge to make it decently work, but here we are, success :D
Of course, lots of bug fixes have also been done, such as:
- GFPSA compatibility.
- GFPSA compatibility.
- Firs Person View compatibility.
- Proper neck rotation with spine push.
- Auto save menu global configurations.
- Export config at modloader folder and "save as a copy".
- And much more...
Hello everyone, long time no see again, huh?
But it is for a good reason, today i present you VehIK, it realistically
dynamically points ped bones to a determined point, aka Inverse Kinematics(get
it, IK? VehIK xD), no custom .ifp animations are used anywhere, all in real
time calculated! In this case we using: Steering Wheel, Gear Stick, Handbrake
and bike Handlebars!
Take a look at that fire trailer vid!
Do i have to say it was all done with PumaStudio!?? xD
Been a long time that i have been wanting to do something like that but
my scripting and math knowledge def weren't ready for such feat xD But now
I'm, the script is using my own IK solver, no third party nor SA vanilla IK
stuff, so it is not perfect as i'm still learning a bunch of stuff but the
results is already cool asf in my honest opinion :)
It works just like IVF(ImVehFeat), VehFuncs, ModelExtras etc... just
name a dummy with the correct name and the script will detect and manipulate
it accordingly to the name used , which at the moment they are:
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Steering Wheel
Dummy Name:
ik_steer
Ped driver hands will try to reach for the steering wheel dummy.
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Handbrake
Dummy Name:
ik_hand_brake
Hands will try to reach for the handbrake and rotate to the max/min value.
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Bike Pegs
Dummy Name:
ik_bike_peg
Legs will reach to the pegs with a desired knee bending direction.
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Bike Shifter
Dummy Name:
ik_bike_shift
Leg will reach for the shifter dummy and push it upwards or downward based on the current bike gear.
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Bike Clutch
Dummy Name:
ik_clutch
Hand will hold the ik_clutch dummy while shifting gears, fully sychronized with ik_bike_shit if present.
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Bike Rear Brake
Dummy Name:
ik_bike_rbrake
Leg will reach for the rear brake dummy and push the brake.
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Bike Front Brake
Dummy Name:
ik_brake
Hand will release gas handle and hold the ik_brake dummy.
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Bike Gas Handle
Dummy Name:
ik_gas
Hand will rotate the handle and also rotate the whole arm to follow the wrist rotation.
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Every car/bike can have its own independent configuration, containing: hand
offsets, max/min angles, spine push intensity, etc...
It is all configurable through a simple .ini file, make sure the first line of
that file is [VehIK_Vehicle] and drop it anywhere in your modloader folder,
VehIK will scan the entirety of it in search of these valid .ini files.
It can be quite confusing to understand what each variable can do, so to make
that process easier i've made a in-game menu for you to live edit all these
values, so you can easily understand what each of them does, not only that,
you can also export the vehicle configuration through the menu so no need fear
out if you are writing stuff on the correct manner, it will export a perfectly
working file :D
To open the menu just type "vehik" like a cheat code, arrow keys navigate
through it and "TAB" switch from one menu to another, everything can be
adjusted on the main .ini file though.
Another important note, the mod has system to prioritize game animations over
the IK solving result if necessary, so if any of the selected animation is
playing the script will smoothly transition from IK anim to the game
animation.
To flag an animation to be prioritized you just need put its name in the
"VehIK_PriorityAnims.ini" file, that file already comes per-configured with
pretty much all important animations flagged out, even anims from other mods
like Artem's DrIVe mod.
HUGE thanks to SimBoRRis for making that curated anim list, really saved me a ton of time xD
HUGE thanks to SimBoRRis for making that curated anim list, really saved me a ton of time xD
- EXAMPLE VEHICLES -
SimBoRRis also made some very helpful car model examples for you to analyze
and study how to adapt a vehicle to VehIK, it is really really simple! It
contains:
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Blista Compact
Standard vehicle config with no special configuration, just the default values that VehIK uses for any veh. Contains: Stick, Handbrake, Pedals, Steer.
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Elegy
Contains a short patterned stick and neat drift handbrake.
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Sultan
Contains a both drift shifter and drift handbrake.
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Bobcat
Uses a column shifter, this one needs a special gear pattern config.
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Regina
Uses a auto transmission shifter between seats.
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Sanchez
Fully adapted bike with all ik bike dummies and also a configured jiggle effect.
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- Example Vehicles -
That is it, it is now time to download that shit!
-- REQUIRED --
| 07/12/2025 | v1.1 --- Newest | DOWNLOAD |
| 16/11/2025 | v1.0b | DOWNLOAD |
Credits:
All Plugin-SDK Contributors
Special Thanks:
SimBoRRis - Debug Testing
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