Sollumz
2.6
2.6
  • 👋Welcome
  • 📋Features
  • 📗Getting Started
    • ðŸ“ĨInstallation
    • 🍀Creating Your First Asset
  • ðŸ”ĻSupport
    • ❔FAQ
    • 💎Getting Help
    • ⚠ïļFiles not supported by Sollumz
  • 📚Tutorials
    • 🌐Creating Static Meshes
    • ðŸ’ĨCreating Static Collisions
    • 🏠Creating Interiors
      • 🏠Picking a building
      • Importing from CodeWalker
      • Planning
      • 🏠📐 Modelling
      • Texturing
      • Collisions
      • Creating ytyp
      • Export from Blender
      • Creating ymap
    • ðŸŽļCreating Props
      • âšŦSetting Up Sollumz Shaders
      • 🌐Converting To Drawable
      • ⚩Creating the Archetype (.ytyp)
    • 🚙Creating Vehicles
      • 📑Setting Up the Model and Materials
      • ðŸĶīPositioning Bones
      • ðŸšĶVertex Groups, Hierarchy, and Armature
      • ðŸĒLOD Assignment
      • ðŸ“ĪExporting
    • ðŸ”ŦCreating Weapons [TODO]
    • 🎎Basic Animation Editing [TODO]
    • 👕Basic Clothes Editing
  • 📄Documentation
    • 🌐Drawables (.ydr)
      • Level of Detail (LODs) Editing
      • Rigging
    • 🚙Fragments (.yft)
      • Bone Physics
      • Collision Physics
      • Prop Setup
      • Vehicle Setup
        • Import Settings
        • Vehicle Windows
        • Light IDs
        • Paint Colors
        • Wheels
        • Export Settings
      • Vehicle Shaders
    • 🗂ïļDrawable Dictionary (.ydd)
    • ðŸ’ĨCollisions (.ybn)
    • 🎎Clip Dictionary (.ycd) [TODO]
    • 📇Archetype Definition (.ytyp)
      • Archetype Flags
      • Archetype Extensions
    • 🗚ïļMap Data (.ymap)
    • ðŸ’ĄLighting (.ydr)
      • Light Flags
      • Flashiness Values
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  • Create and assign Vertex Groups
  • Hierarchy
  • Armature

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  1. Tutorials
  2. Creating Vehicles

Vertex Groups, Hierarchy, and Armature

PreviousPositioning BonesNextLOD Assignment

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Create and assign Vertex Groups

To create a new vertex group, go to Data tab, click + in Vertex Groups, double click on the Group name and rename it to bonnet.

  1. Change Object Mode to Edit Mode.

  2. Switch to Face Select.

  3. Select all faces by pressing A or using the CTRL+A shortcut.

  4. Go to Vertex Groups, click Assign button and exit Edit Mode.

Now all of the selected faces are properly set to the bonnet vertex group.

Hierarchy

Our new custom bonnet model has to be considered by Sollumz as a valid part, so we have to move the mesh by expanding Adder's armature then drag and drop bonnet's Drawable Model inside adder.mesh

You can delete the original bonnet, since is not needed anymore.

Armature

A replacement custom part has also to be linked to the armature, you can do this via Armature modifier.

  1. Go to Modifiers tab.

  2. Add an Armature modifier.

  3. Select your vehicle's armature.

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🚙
ðŸšĶ
Process of creating a vertex group
Assignment of faces to vertex group
Bonnet part moved into adder.mesh
Removal of vanilla bonnet part of adder.
Armature modifier creation