Model Studio
The Model Studio is a full-screen workspace for a garment's mesh. You can select and transform parts of it, sculpt it, fit it against the ped's body, paint its bone weights and vertex colours, auto-rig it to the freemode skeleton, repair its rig, and make a copy of it for another ped. Nothing is written to the model until you press Apply.
Opening it
Select an item. In the item panel, under its tabs, there are tool tiles:
- Model Studio (Mesh, fit, weights) opens the studio in Edit mode.
- Repairs (Heels, hair, rig) opens it in Repairs mode. See Rig Repairs.
Props (hats, glasses, watches…) are not edited in the Model Studio. The studio refuses them, and props have no Repairs tile.
The workspace
- Header: the nine modes, Undo (Ctrl+Z) and Redo (Ctrl+Shift+Z), Blender (opens the item in Blender over Live Link), Original (puts back the model from before your first Model Studio edit), Apply and Close. A Not applied badge shows while you have unapplied edits.
- Left sidebar:
- Geometry: the model's geometries with vertex and face counts. Cloth-simulated ones carry a cloth tag.
- Display: Ped, Ped opacity, Grey ped, Garment textures and Wireframe.
- Pose check: pick a move under Pose and press Play. You always edit in the standing pose (Standing (bind pose)). Playing a move shows how the garment and its weights bend with the ped.
- Right panel: the tools for the current mode.
- Status bar: vertex, face and selection counts, and the clipping count in Fit mode.
Modes
Press 1 to 9 to switch modes.
| Key | Mode | What it is for |
|---|---|---|
| 1 | Edit | Select vertices and change the mesh itself. |
| 2 | Sculpt | Shape the garment with brushes, like clay. |
| 3 | Fit | Fit the garment against the ped's body. |
| 4 | Weights | Choose which bones move each part of the garment. Includes Auto-rig. |
| 5 | Vertex colours | Paint the lighting and wind channels the game reads. |
| 6 | Materials | Opens the Material Editor. |
| 7 | Repairs | Checks the rig against Rockstar's own items and fixes it. See Rig Repairs. |
| 8 | Rigging | The Cloth Rigging Tool. See Rig Repairs. |
| 9 | Fit to ped | Makes a copy of this garment for a ped from the Peds library. |
Edit mode
Selecting
The garment opens with everything selected and framed.
- Click or drag a box on the garment. Shift adds to the selection, Ctrl removes from it, and a click beside the garment clears it. Dragging beside the garment turns the camera.
- Click picks a piece (the default) selects a whole connected piece. Click picks a vertex selects one vertex.
- All (A, Ctrl+A), None (Alt+A), Invert (Ctrl+I) and Linked (Ctrl+L).
- Add a region adds a body area to the selection: Torso, Left arm, Right arm, Hips, Left leg, Right leg, Head & neck.
- Box select anywhere (B) lets a box start on the garment. X-ray: select through also selects what is behind.
- To select by bone, go to Weights › Bones, pick a bone and press Select what follows it.
Transform
Choose Move (W), Rotate (E) or Scale (R) (G and S also work, as in Blender). Then drag the gizmo:
- An arrow moves along one axis, a square along a plane, and a ring rotates. The centre moves in the view plane, and the outer circle scales evenly.
- Ctrl snaps while you drag. The defaults are 1 cm, 15° and 0.1×, and you can change them under Ctrl snaps by. Snap while dragging turns snapping on, and Ctrl then turns it off.
- Esc or a right-click cancels the drag. The gizmo stays the same size on screen and shows the value while you drag.
- Axes: World or Local (along the selection's normal). Pivot: Selection centre, Middle of its box or Model origin.
- Proportional editing (O) moves the area around the selection softly, with a Radius and a Falloff (Smooth, Sphere, Root, Linear, Sharp, Constant).
- You can also type values under Move (cm), Rotate (°) and Scale (%), then press Apply to the selection (or Apply to the whole garment when nothing is selected).
Mesh and normals
| Tool | What it does |
|---|---|
| Delete faces (X) / Delete vertices | Removes the selection. Deleting the whole garment is refused. |
| Fill holes (Alt+F) | Closes the holes whose rim you selected. |
| Split (hard edge) | Splits the mesh along the selection's border. |
| Merge by distance (M) | Welds duplicate vertices closer than Merge distance (mm). It never closes a UV seam or a hard edge. Works on the selection, or on everything when nothing is selected. |
| Recalculate (Shift+N) / Flip | Rebuilds or flips the normals. Hard edge above sets the angle that stays sharp. |
| Add a mesh | Adds a .glb, .gltf or .obj, modelled on the ped in metres, to the active geometry. It takes its weights from the body. Tick Y-up file (Blender's export default) for Blender exports. |
Cloth-simulated geometry keeps its vertices. Edits that would add or remove vertices there are skipped.
Sculpt mode
Drag on the garment with a brush:
| Brush | Key |
|---|---|
| Grab | G |
| Inflate | I |
| Deflate | Shift+I |
| Smooth | S |
| Flatten | T |
Shift-drag smooths, and Ctrl swaps inflate and deflate. [ and ] change the radius, and X toggles Mirror left/right. The brush settings are Radius, Strength, Falloff, Mirror left/right (X) and Only the selection.
Fit mode
Fit works on the selection, or on the whole garment when nothing is selected. To fit one area only, select it in Edit first.
- Against the body: Distance from the skin sets how far out the garment should sit. Turn on the Clipping heat-map to see where it goes into the body. The status bar counts the vertices inside the body and the deepest one.
- Push out of the body: moves everything inside the skin, or closer than the distance above, out along the body. The area around it follows softly over Soften over. Turn on Move the whole garment to move it as one piece instead. Then press Push out.
- Shrinkwrap to the body: pulls the selection onto the skin at the distance above, like Blender's Shrinkwrap. You can set Strength, Only within, Keep shape and the direction (Both ways, Only tighten, Only loosen). Then press Shrinkwrap.
- Loosen and tighten: Inflate by a set amount, then press Loosen, Tighten or Smooth.
Use the Pose check in the sidebar to see the fit while the ped moves. The heat-map always measures the standing pose.
Weights mode
Auto-rig
Auto-rig the garment (or Auto-rig the selection) skins the garment to the freemode skeleton by itself. Parts that lie on the body take the skin's bones. Parts that hang away follow what they hang from. Each vertex gets up to four bones.
| Setting | Meaning |
|---|---|
| Trust the skin within | How close to the body a vertex must be to copy the skin's weights. |
| Fade out over | The distance over which skin weights blend into the hanging parts. |
| Smoothness | How much the result is smoothed. |
| Mirror left and right | Makes the left and right sides match. |
Big garments are rigged in the background, so the window stays responsive. Apply is disabled until the rig finishes. One auto-rig is one undo step.
Painting weights
- Under Bones, search for a bone and pick it. A dot marks bones the garment already uses.
- Choose Add, Subtract, Draw (with a Weight value) or Blur.
- Drag on the garment.
Every vertex keeps four bones at most, and its weights always add up to one. Mirror paints the left/right twin bone on the other side. Cloth-simulated vertices are never touched.
Weight tools: Transfer from the body gives each vertex the weights of the nearest skin (like Blender's Data Transfer). Left → right and Right → left mirror the weights. Normalise makes them add up to one again.
Vertex colours mode
GTA V garments carry two vertex-colour channels:
- Colour 0 · lighting: the ambient light the garment receives.
- Colour 1 · wind: drives wind and sweat.
Pick a channel and a colour (or a preset from Sollumz: Lighting (255,128,0), Emissive (255,186,255), No wind (0,0,0,0), White). Set Alpha, then paint, or press Fill the selection / Fill everything. Show the colours draws the channel on the model.
Fit to ped
Fit to ped (mode 9) makes a new item for a ped from your Ped Library. The original garment stays as it is, for freemode.
-
Pick the ped
Choose it under Ped. The panel tells you whether the ped uses the freemode skeleton or how many helper bones it lacks. Those bones follow a parent bone instead. -
Choose the shape work
Push it out where it goes into the body (with a Distance from the skin) and Shrinkwrap it onto the body are both optional. -
Create it
Press Create the ped's version. The copy is named "item (for ped)". It is rigged to the ped's skeleton and moved onto the ped's pose. It then opens in its own Model Studio, in Fit mode, on the ped's body. Any push-out or shrinkwrap you chose has already been run but not yet applied. Check it, then press Apply.
Fit to ped refuses when:
- the Peds library is empty
- the garment is already rigged for another ped (fit the freemode original instead)
- there are unapplied edits
- the item is a prop
- the freemode skeleton has not been extracted
- the ped cannot wear clothes (for example an animal)
A fitted copy ships as fitted in the ped's own clothing build. See Ped Library.
New garment from a 3D model
To turn a model from Blender, Marvelous Designer or anywhere else into a new item, go to Import › New garment from a 3D model (.glb / .obj)….
-
1 · The model
Press Choose a model…. The model should be made on the freemode ped, in metres. It is shown on the ped so you can check where it sits. If it stands beside the ped, lies on its back or is huge, change Y-up file or Metres / Centimetres. -
2 · The item
Give it a Name. Pick a Slot: Top (jbib), Torso / arms (uppr), Undershirt (accs), Legs (lowr), Shoes (feet), Hands (hand), Mask (berd), Body armour (task), Decal (decl) or Hair (hair). Then choose Male or Female. -
3 · Rig it
It is auto-rigged with the same settings as in Weights mode. Press Rig again after changing them. -
Create
Press Create the item. The model's base-colour texture becomes texture variant A. If it has none, the item is created without a texture and you can add one in Textures.
Fine-tune the weights afterwards in the Model Studio. To give it proper normal and spec maps, see Material Editor.
Applying, reverting and closing
- Apply writes a new copy of the model, rebuilds the lower LODs from it and keeps the original. Original puts the original back.
- Closing with unapplied edits asks you to choose Keep editing, Discard and close or Apply and close.
- Esc cancels a drag first. If nothing is being dragged, it closes the open dialog, and then the studio.
- A geometry can follow at most 255 bones. If an edit would need more, Apply refuses and names the lightest bones whose weights to remove.
Keyboard shortcuts
| Keys | Action |
|---|---|
| 1–9 | Switch mode |
| F / double-click | Frame the selection (or the garment) |
| Home | Reset the camera |
| Mouse wheel | Zoom towards the cursor |
| Ctrl+Z / Ctrl+Shift+Z or Ctrl+Y | Undo / redo |
| Esc | Cancel the drag, then close |
| A / Ctrl+A, Alt+A | Select all, none (Edit) |
| Ctrl+I, Ctrl+L | Invert, linked (Edit) |
| W (G), E, R (S) | Move, rotate, scale (Edit) |
| B | Box select anywhere (Edit) |
| O | Proportional editing (Edit) |
| X / Delete | Delete faces (Edit) |
| Alt+F | Fill holes (Edit) |
| M | Merge by distance (Edit) |
| Shift+N | Recalculate normals (Edit) |
| G, I, Shift+I, S, T | Grab, inflate, deflate, smooth, flatten (Sculpt) |
| X | Mirror left/right (Sculpt, Fit, Weights, Vertex colours) |
| [ / ] | Brush radius |
| B | Before / after (Rigging) |
Related pages
- Rig Repairs: Repairs mode, Rig for high heels and the Cloth Rigging Tool.
- Material Editor: shaders, textures and normal and spec maps.
- Mesh Optimizer: cleanup, weld, decimation and LODs.
- Cloth simulation: what the cloth tag means.