12/06/2025

VehIK v1.1

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
 
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.
- 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:

Steering Wheel


Dummy Name: ik_steer
Ped driver hands will try to reach for the steering wheel dummy.

Gear Stick


Dummy Name: ik_gear_stick
Hands will try to reach for the shifter and follow a desired shift pattern, there is several standard pattern options even some unusual ones like the sequential one.

Handbrake


Dummy Name: ik_hand_brake
Hands will try to reach for the handbrake and rotate to the max/min value.

Car Pedals


Dummy Name: ik_gas, ik_brake, ik_clutch
Legs will reach for the respective dummy and also throttles them, customizable knee bending direction for narroes driver seats, clutch pedal is sychronized with ik_gear_stick, while car is shifting gear clutch pedal will be pushed and gas pedal released.

Handlebars


Dummy Name: handlebars
Hands will try to reach for bike handlebars, rotate handlebars dummy and also push ped spine to reach the target point if needed.

NOTE: Pretty much all vanilla bikes will already work without any adaptation as they already have a handlebar dummy position and mesh object!

Bike Pegs


Dummy Name: ik_bike_peg
Legs will reach to the pegs with a desired knee bending direction.

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.

Bike Clutch


Dummy Name: ik_clutch
Hand will hold the ik_clutch dummy while shifting gears, fully sychronized with ik_bike_shit if present.

Bike Rear Brake


Dummy Name: ik_bike_rbrake
Leg will reach for the rear brake dummy and push the brake.

Bike Front Brake


Dummy Name: ik_brake
Hand will release gas handle and hold the ik_brake dummy.

Bike Gas Handle


Dummy Name: ik_gas
Hand will rotate the handle and also rotate the whole arm to follow the wrist rotation.

Bike Seat Jiggle - EXPERIMENTAL -


Dummy Name: ik_peg presence
Driver seat position will lively react to any and all speed and impacts, very satisfying to watch xD. But as said this is EXPERIMENTAL, it has a some problems still, but nothing so jarrying, the simple presence of the ik_bike_peg will make that functionality be usable.

 
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
 
- 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:
 

Blista Compact


Standard vehicle config with no special configuration, just the default values that VehIK uses for any veh.
Contains: Stick, Handbrake, Pedals, Steer.

Elegy


Contains a short patterned stick and neat drift handbrake.

Sultan


Contains a both drift shifter and drift handbrake.

Bobcat


Uses a column shifter, this one needs a special gear pattern config.

Regina


Uses a auto transmission shifter between seats.

Sanchez


Fully adapted bike with all ik bike dummies and also a configured jiggle effect.


- Example Vehicles -

That is it, it is now time to download that shit!
 
 
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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