# Rig Repairs

**Repairs** checks an item's rig against Rockstar's own heels, hair and garments, explains in plain sentences and numbers what will go wrong in game, and gives each problem its own fix button. For clothing the automatic rig gets wrong, the **Cloth Rigging Tool** lets you mark the garment's areas and re-rig it, then compare before and after on a moving ped.

:::hint{type="info" title="Premium"}
Repairs, Rig for high heels and the Cloth Rigging Tool are part of the [Model Studio](/cloth-tool/about-the-tool/model-studio), a **Premium** feature. New in 2.0.8.
:::

## Opening Repairs

- In the item panel, click the **Repairs** tool tile (*Heels, hair, rig*). The Model Studio opens in **Repairs** mode.
- Inside the Model Studio, press **7**.
- Some findings in the [Problems panel](/cloth-tool/about-the-tool/validation) fix with one click by opening Repairs, or by opening **Rig for high heels** directly.

Props are not edited in the Model Studio, so they have no Repairs.

:::hint{type="info" title="Extract the base ped first"}
Every comparison is measured on your own GTA V install. Extract the base ped in **Settings** first. Without it, the cards say so and only the rig itself is checked. The first time Repairs opens, it shows "Measuring Rockstar's own items on this machine…" for a few seconds. The result is remembered until the base ped is extracted again.
:::

## The cards

Which cards you see depends on the slot:

| Card | Shown for |
| --- | --- |
| **Heels** | Shoes |
| **Hair under hats** | Hairstyles |
| **Hair under masks** | Hairstyles |
| **Rig** | Every item |

Each card gives a verdict with the measured numbers. **Why** explains what was measured. The buttons only appear when they apply. When a card has more than one fix, **Fix everything on this card** runs them all. Under the cards, **The next build adds** lists any extra files a repair makes the build write.

## Heels

Rockstar models heels on tiptoe. The sole reaches about 9 cm below the floor a flat shoe stands on, and the shoe is weighted to the heel-pose bones `EO_Foot` and `EO_Toe`, which the game tilts for high heels. The card measures your shoe against that.

| Verdict | Fix |
| --- | --- |
| Modelled as a heel, but the high-heel offset is off, so the ped stands in it flat-footed and sinks. | **Set the high-heel offset** |
| Flagged as a heel, but the sole sits on the floor like a flat shoe, so the ped stands on tiptoe. | **Clear the high-heel offset** |
| Sits so many mm above or below vanilla heels, so it floats or sinks into the ground. | **Move to vanilla height**. This moves the whole shoe up or down. Its shape never changes. |
| Too little of the foot follows the heel-pose bones, so the shoe will not tilt with the foot. | **Follow the heel pose**, or **Rig for high heels…** for control |
| Too little of the shoe is weighted to the feet. | **Rig to the feet** |
| Works like a vanilla heel. | Nothing to do. |

A flat shoe shows "A flat shoe — nothing to repair." If part of the shoe is cloth-simulated, it cannot be moved or re-weighted here.

Men's heels come with a warning. The game has no men's heels of its own, so it is not confirmed whether the male ped takes the heel pose.

When a build contains a high-heel shoe, it also writes the collection's creature metadata file (`mp_creaturemetadata_….ymt`). Without that file the high-heel offset does nothing. It counts as one more `.ymt` against a server's limit. See [Building](/cloth-tool/about-the-tool/building).

### Rig for high heels

**Rig for high heels…** (shown as **Adjust the heel rig…** once a shoe is rigged) opens a floating panel. The 3D view stays live behind it. The sole and toe box are moved to the heel-pose bones. The shaft and ankle stay with the foot and calf.

:::steps
### Read the preview
The preview stands the shoe on a floor lowered to its sole, so you can see how far the ped will be raised. **Orange** (*Tilts with the heel*) is what Apply ties to the heel bones. **Cyan** (*Stays on the foot*) stays with the foot and calf. A counter shows how many vertices are in each.

### Move the heel line
Use **Heel line above the floor (cm)** (in 0.5 cm steps) until the sole and toes are orange and the shaft is cyan. The line starts where Rockstar's own heels split. Raise it if too little of a boot turns orange. Lower it if the ankle turns orange too.

### Choose the options
- **Also turn on the high-heel offset and put the shoe at the height Rockstar's heels sit at.** This is greyed out when it is already on and the shoe already sits at that height.
- **Colour the preview by bone weights.** Turn it off to see the usual shading with the repair still applied.

### Apply
Press **Apply** (or **Reset to defaults** / **Cancel**). If the project has version history, a restore point named "before rigging a shoe for high heels" is saved in Project History first. Closing the panel puts your view back.
:::

If the skeleton has no heel-pose bones, the panel asks you to extract the base ped in Settings. Cloth-simulated parts of a shoe cannot be re-weighted.

## Hair under hats

A hat with **Hoodie hairs** squashes hair by shrinking the `MH_Hair_Scale` bone. Rockstar weights that bone by how far the hair stands off the head, so the volume squashes and the scalp stays put. Most custom hair has no weight on it and pokes through.

The card tells you what share of the vanilla `MH_Hair_Scale` weight your hair carries. **Make cuttable under hats** weights your hairstyle the way vanilla hair is weighted. Only the weights change. Hair that lies flat on the scalp has nothing to squash, and the card says so.

## Hair under masks

Masks and hoods with **Hoodie hairs** switch a hairstyle to its cut-down version (`_u_1`). Rockstar's cut-down versions are the hairstyle with the part a mask covers deleted. **Generate the alternate** does the same: the faces above the cut line are removed and everything else stays exactly as it is.

- Move the **Cut line (from the head bone)** and turn on **Show the alternate** to preview it on the ped. The card shows how much of the hairstyle is kept, next to the share Rockstar's alternates keep.
- Apply your Model Studio edits first. The alternate is cut from the model the item wears, so **Generate the alternate** waits until you do.
- If you edit the hairstyle later, the card says the alternate was cut from an older version and offers **Regenerate**.
- **Remove the generated alternate** takes it off again.
- An alternate you chose yourself is never overwritten. The card shows "Uses your own alternate".

The next build ships the alternate together with the switches that make masks and hoods use it.

## Rig

For every item, the card lists:

- vertices that follow no bone (in game they stay behind at the ped's feet)
- places where the weights change so abruptly they may tear in motion
- how far left and right differ
- how many bones each vertex uses
- how well the rig agrees with the skin underneath
- a geometry that follows more bones than the game allows (Apply refuses until some are removed)

**Measure in motion** plays every test move over the garment and reports the worst stretch in each one: the bones it is between and the frame it happens on.

The fixes are **Auto-rig the garment** (see [Model Studio](/cloth-tool/about-the-tool/model-studio#auto-rig)) and **Open the Cloth Rigging Tool** for the cases the automatic rig gets wrong.

## Cloth Rigging Tool

The **Rigging** mode of the Model Studio (key **8**). You tell the tool which part of the garment is which, re-rig it from those marks, then compare the result with the old rig while the ped moves.

### Mark the garment

The guide walks you through the garment one area at a time.

:::steps
### Pick the garment type
Under **Garment**, pick a type. It is suggested from the slot, and you can change it, for example to mark a long coat in the top slot as a coat.

### Mark each area
The guide says what to mark next, for example "Mark this on the model: Left sleeve." Each area shows how much of it is marked. Optional areas say "if it has one".

### Fill in the rest
Once each area has a mark, press **Fill in the rest**. Everything still unmarked goes to the area most likely to own it. Check the colours.

### Try the repair
Press **Try the repair** to re-rig from the marked areas. It needs at least 90 % of the garment marked, and Fill in the rest gets you there.
:::

The areas for each garment type are:

| Garment | Areas |
| --- | --- |
| Top or shirt | Left sleeve, Right sleeve, Torso, Hood or collar (optional) |
| Coat or long jacket | Left sleeve, Right sleeve, Torso, Hanging hem, Hood or collar (optional) |
| Trousers or shorts | Left leg, Right leg, Waist |
| Skirt or dress | Waist, Hanging skirt |
| Shoes | Left shoe, Right shoe |
| Gloves | Left glove, Right glove |
| Hair, hat or mask | On the head, Hanging part (optional) |
| Something else | On the body, Hanging part (optional) |

**How a click marks** sets what a click does:

- **Smart select — suggests the whole area**: one click marks the connected part of the garment over the same part of the body.
- **Whole piece — everything connected**: one click marks the whole connected piece.
- **Brush — paint it by hand**: drag to paint, and Ctrl+drag to rub out.

Click a marked patch to clear it. Drag to paint more onto it. Turn the model with the middle mouse button, or by dragging beside it. **Hide what is already marked** and **Hide cloth over other body parts** make the rest easier to reach. A progress bar shows how much of the garment is marked. **Undo (Ctrl+Z)** and **Start over** are next to **Fill in the rest**.

### Body areas (by hand)

The collapsed **Body areas** section is the manual version. Paint what each part is:

| Area | What the re-rig does |
| --- | --- |
| **Skin** | Follows the body underneath. |
| **Hanging** | Ignores the body underneath and follows what it hangs from. A skirt hem swings from the waist, not the knee. |
| **Rigid** | Follows one **Bone** you pick, like a backpack or a buckle. |
| **Bone group** | May only follow one group: Legs, Skirt (pelvis + thighs), Torso, Arms, Hands, or Head & neck. |

**Clear** rubs areas out, and **Clear every area** clears the lot. **Paint weights** paints the bone picked in Weights mode, with its Add, Subtract, Draw or Blur tool.

### Re-rig

**Re-rig the garment** (or **Re-rig the selection**) uses the same settings as Auto-rig: **Trust the skin within**, **Fade out over**, **Smoothness** and **Mirror left and right**. **Left → right**, **Right → left** and **Normalise** are here too. Re-rigging changes weights only, never the shape. Undo takes back the re-rig and the strokes before it.

### Compare

After one re-rig, switch between **Before** and **After** (key **B**) to compare with the old rig. You can only paint on After.

- **Areas**, **Tear** or **Stretch** colours the garment. Stretch needs a move playing.
- Pick a move under **Pose**, press play, pause and scrub through the **Frame** slider.
- A table compares Before and After on **Unrigged**, **Tearing**, **Asymmetry**, **Agrees with skin**, **Worst stretch** and **Overstretched**. Green is better and amber is worse.

## Fit to ped

To make a copy of a garment for another ped in your Ped Library, rigged to its skeleton and moved onto its body, use **Fit to ped** in the Model Studio (key **9**). See [Model Studio › Fit to ped](/cloth-tool/about-the-tool/model-studio#fit-to-ped).

## Related pages

- [Model Studio](/cloth-tool/about-the-tool/model-studio): editing, sculpting, fitting and weight painting.
- [Validation](/cloth-tool/about-the-tool/validation): the checks that point here, including "a high-heel shoe that does not follow the heel bones".
- [Building](/cloth-tool/about-the-tool/building): creature metadata and hair alternates in the build.
