San Andreas / Strumenti / Altri strumenti
AutoRiga-Windows Software
- Dryxio, Alidl99 | caricato da Alidl99
- gtastuff.com/
- 09/17/2026
- 765 Download
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Descrizione
AutoRiga is a fast, marker-based rigging tool; it is a partial-open-source application released as a portable program for Windows OS. With this tool, you can quickly rig character models (skins) for GTA: San Andreas and edit their weights and armature as needed. The IFP editor section allows you to test the rigged model with animations, create new animations for the game, edit existing ones, and export your work in the IFP format. The tool supports 3D formats such as .DFF, .OBJ, .FBX, and .GLB, as well as common image formats like .PNG and .TXD for textures. Exporting Formats include .dff and .GLB (preserving rigging data) for 3D models, while animations are exported in the .IFP format. Please note that to view textures, you must import them alongside the 3D file at same time.
Features
1. Rapid rigging using markers and just a few clicks
2. Ability to adjust rig weights
3. Ability to adjust bone placement
4. Ability to test the rigged model with animations
5. Control over the 3D environment, including light intensity/direction and background color
6. Ability to save projects for future work and portability
7. Support for common 3D formats
8. Ability to create and modify frame-by-frame animations for GTA: San Andreas
9. Lightweight and requires no installation
Cons
1. No support for texture modifications
2. No support for multiple objects within a single 3D file
3. No support for modifying the 3D model shape
4. No option to save projects for IFP editor section
Commenti
Sono già stati pubblicati 14 commenti.
@DANCHOUIah yeap the main problem was my limit time so yeap I had to use of some pre ready codes plus ai and plus fast testing and etc, so I know the weaknesses but I wish I found free time to resolve the problems. Creating something strong needs a team, money, free time that I have non of them 🥺 , I hope you build something better and please make it free that I can use too. Tnx for your comment.
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Entiendo lo que intentabas, pero para crear esto de manera, digamos, correcta, se necesita saber como riguear la skin de manera manual. Aquí lo probé y está mal pensado: los brazos parecen espaguetis, riguea peor que yo, jaja. ¿y donde se encuentran las texturas? No se pueden importar las texturas del FBX o con los GLB que ya vienen estructurados. Pero lo intentaste, aunque aún sigue muy verde. Yo pensé en esa misma idea, pero me pareció bastante compleja porque parece que en gran parte de este proyecto usaste IA, y lo noto. Yo también la uso, no demasiado, pero la uso en UI y esas cosas. Lo que yo intentaría es crear un autorig real, funcional y que no sea mecánico; que haya como un cerebro pequeño de IA que ayude a saber qué partes están correctas y cuáles no para riguear y dividir los pesos dependiendo del modelo. Lo más seguro es que usaste como el Git de Blender que es open source, pero bueno, mejóralo si quieres, pero entendiendo qué haces. Y me interesó el sistema de animaciones que metiste, está guapo, jaja. Suerte, amigo, a la próxima.
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