Create Animated Lights [ZModeler 3 | Tutorials]

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welcome to the video today i'll be showing you how to create animated lights that looks something like this okay so we're here in z modeler going to make these uh animated story of light thingamajiggies first things first we need to pick a location when we want to do them uh i'm thinking for this we're just gonna do these light glass things i'm gonna use the glass mesh and i'll map it so i'm gonna open up the chassis i'll hide everything first things first i want to grab my dials i'm gonna move them above the windows it's not really required or anything i just want to so let's do that now your dials you need to grab the texture for them so in this case script rt shafted dials that would be vehicle shaft interior so i've already got them extracted i'm going to quickly just replace this missing texture with uh with that now the way that this works is let me just um bring up that texture basically your uv is going to end up sort of around this area here different colors you can see it's gonna end up around this area hello there we go it's gonna end up around this area and when the vehicle turns on the temperature gauge will start here and it will move up to here so your uv needs to be in the path of the um of the dial when it moves now you can use pretty much any dial script for this as long as it has a temperature gauge on it the most common one used i think is one of the van dials i don't remember what it's called but for this case we're just using the shafter dials because that's what the stock car that we have here has originally and i still want my actual dials to function when [Music] when we come for testing because obviously car needs dials to work properly so let's find the front bumper so bumper f then what we'll do is we will grab the glass let's do that then what i'm going to do is delete one half of it because we only need we only need uh we need one half will mirror it once we've mapped one side and then what we'll do is we'll grab the move tool and move this forwards just so it's above the glass there's no clipping issues then what we will do is we'll go to the material browser we'll find script rt shafter dials we'll copy it oh you can see here we got a new material so we're going to call this script rt chapter dials and then we're going to go to this button up here gta 5 vehicle generic i'm going to call it vehicle lights and massive this is so we can make it glow in the dark it won't actually emit any light but um obviously uh it'll glow in the dark so i'm going to drag and drop that over our this transparency should still work fine i'm gonna make sure that it's turned on standard alpha blend yeah that's fine now what we will do is make sure the light id is set to zero which it should be on both vertex and polygon yeah i'm going to give you map it so go to top front view fit surface edit uv we'll edit the uv mapping so generate new from viewport xy on uv channel one hit okay that's changed now we'll go to uv mapper material script rt does temp and we'll find our our mesh so where we want it to start from is the part that will be facing the bottom so for example if we want this end to be where the strobe effect begins then we want sort of this sharp end to be facing down if we wanted to start from this side then this side will be facing down and it will start from that side and it'll go across like that for this we're going to make it start from here and go across so i'm going to switch back to screen view and then we'll bring this down to here and then we'll rotate it 90 degrees i'm going to scale it down now the point of this is to make sure that when the when the car gets up to temperature there isn't still a bit of um dial on the actual uv so the point where it ends needs to be about there or about there yeah so now we'll scale this down it's going to be pretty small the smaller is the smoother the strobing effect will be obviously how smooth it will be will also be determined by the pixels of your dials um obviously you can experiment with different dial scripts like i said earlier as long as you have a dial script that has a temperature gauge then you'll be able to do this i'm also going to set the x scale to 1 because that's what helps with the um with the smoothing of pixels okay so that looks pretty good now i'm pretty happy with that so it'll uh dials will start down here it'll move up and then it'll cover come up our on our uv okay now what we will do is we will create a copy of the side we just mapped and we'll select it with alt left click on the box i'm going to do mirror we'll set that to pivot and we'll set this to local x or geometry like so and then we'll just attach these two to each other now you can attach this straight to the bumper or you can create a new bone we're going to create a new bone that's inside the bumper you can also make this a mod kit part if you want to but we're not going to for the sake of the simplicity of this tutorial so i'm going to create a copy of the front bumper and dismiss this so we've got ourselves a dummy for our lord and then we'll convert that to a compound and then drag and drop our new strobe lights in here so another thing to note is the dials themselves although in here it doesn't look like it um basically all the uh all this texture is for is a template for um a gfx thing to appear so it's like a template if it finds the same name texture then it'll replace it with your actual dial script which is just a the derby gfx thing i don't really know a whole lot about it but that's basically that okay so now what we'll do is we'll export this and we'll test it in game so file export just gonna place the existing models with auto detect turned on and we will go to open iv or just open file location on here and then we'll drag and drop them in one thing to note of course is that you can also set the color of this so at the moment we've just got it set to white so it'll be whatever color the dials are um but for this i think what we're going to do is we're going to do reflect we'll bind it to paint so what we'll do with this is we'll add at the end paint seven which in this case is just black it'll be whatever you've got certain car variations don't matter but you can also change it so it'll be dynamic to be whatever you want it to be but what you can also do is you can remove the paint seven and just set a diffuse color in here and it'll be that coloring game but for now i'm happy with paint seven so i'll save that export again and we'll drag and drop the models and test it in game this tutorial assumes that you already have dials working on your vehicle so uh just keep that in mind you can see here you can see i'm struggling across right there we're going to do is i'm going to set the color of it so it's a dashboard color to we'll do red and we'll jump out and jump back in again and you'll see it driving across like so obviously the you have to mess with the uv to get it as smooth as possible you can also scale it on the y-axis as well but that's a simple tutorial showing you how to make the strobe effect lights that animate when you turn the car on it does take some trial and error to get things how you might want them to be um so just play with it a little bit you'll figure it out eventually there is no like one correct way to do it this is just like the idea of how it works um obviously the explanation of how it works showing you it in action obviously your results may vary it really depends on which style script you're using what your uv is like etc etc um but i hope you enjoyed the video like and subscribe if you want goodbye [Music] you
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Channel: 13Stewartc
Views: 29,363
Rating: undefined out of 5
Keywords: GTA V Animated Lights, Lights Animation GTA 5, ZModeler 3 Animated Lights, Custom animation lights GTA V, ZModeler 3, Zmodler 3, 13Stewartc, C.Stewart Gaming, MrBossFTW
Id: 4FAgnXwSUmE
Channel Id: undefined
Length: 12min 40sec (760 seconds)
Published: Mon Nov 01 2021
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