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Custom rider model and animations talk

Started by Ruubs, November 13, 2016, 05:41:06 pm

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While I was working on Southwick I had my first encounter with the marshalls and it's files. It seems like it has a normal model, just like every other track object (.EDF). It also has a .ANM file which, I guess, are for the animations. Now I've been trying to find out if we are able to replace these models and/or animations. I couldn't find a whole lot, but I've found something!

I couldn't find much using google. I also assume the .ANM file is Piboso specific and can't really be made by the community. I hope I am wrong and that we can make our own animations, because that'd be awesome. The only thing that looked promising to me was this: http://gillius.org/cg3/anmfile.htm

When googling on 'GP Bikes custom animations' I found this topic though: http://forum.piboso.com/index.php?topic=3337.0

It seems like that we are able to make our own animate-able models. We need a rigged model for that. Unfortunately Manu has some problems with his own models. I'd love to try it as well, since I've lowpoly human models that are rigged.

If we'd try and make our own rider model / marshall models we'd need the names of the bones from the original rider model / marshall model. Does anyone have any clue how all the bones are called? I couldn't find them in the .EDF or .ANM files.

BUT on the GP Bikes topic Ptrshpt says that Piboso has linked all the rider leaning (so front / back and left / right) to the rider animation. So that means that it's a lot more difficult to get a rider in game while keeping the same rider physics. I'm curious if it even is possible to do. Why did Piboso link the physics to the animation?

I've searched around on the GP Bikes forums as well and saw a completely different theory (http://forum.piboso.com/index.php?topic=1291.msg16671#msg16671). The posts states that the rider model doesn't have bones in game. Here's the quote.
Quote from: Klax75 on July 11, 2014, 01:47:46 pm
I've animated things and rigged things before in the past.

And honestly I don't think you need a rigged model. You'd need the rider model, and then rig it yourself. Do your animations and put it back in the game.

Since animations are pre-set, they aren't calling up any "bones". So if I hit the button to raise my riders hand. GP Bikes is just calling up a out put animation of my riders hand raising up. The are no bones in the rider in GP Bikes.

When I would animate, my rigged model was only used for animation and adjustments. But I could out put the same model with animations without the rigged bones. That is all that GP Bike's is doing. The rider isn't actually on the bike, it's just a visual reference to where the invisible weight distribution sphere is moving around on the bike. So if I move my riders body left, GP Bike moves the invisible sphere to the left, then call's up, the canned animation of the rider moving left. Same when the rider falls off the bike, it calls up a canned animation that is exactly the same, he falls on his butt then raises a hand to his head.

You'd need the rider model, rig it the way you want. Do your animations, then out put those animation. When you out put a animation the rigged bones do no come with it.

Would be kind of pointless having a fully rigged model with bones, then using canned animations in GP Bikes. Since GP Bikes is using the saved animations, not the actual bones of the model to move it.

The only thing GP Bikes has to know is where your hands are attached to the bike and where your feet are attached to the bike, when in game.

Another way to look at it is. When I am making a new paint for a bike. My Photoshop file may have 100 layers in it, different masks, different layer values. My layers and folders in side my Photoshop file could be named whatever. But when I save it as a Targa it flattens it out, I can no longer adjust anything because the layers are gone. But my out put file looks the same as my Photoshop.

A animation out put file would be similar. I just need the rig for adjustments. Once the animation is out put, the rig and or bones does not need to be with the model anymore.

Where as a rag doll model, you would have a very basic set of bones. So the model can interact with it's environment. But we don't have that in GP Bikes. :)

I still have hope that it actually is possible to make our own rider model / animations. At least for the marshalls.

What are your thoughts?


Anyone made any head way with this? id love to see some actual real fox instinct boots.. hahah :D
<br />GDUBMX YouTube<br />



Quote from: Jibbz on April 25, 2020, 12:17:45 pmNo news about this "project" in 2020?

There is some recent news actually.
Thanks to the latest tools, it is possible to create new models and animations.

The best choice is to use your own skeleton so you dont depend on Piboso's models and animations. However, you need to know how each animation is named. You will also need to modify the rider gfx.cfg to set the names of the bones correctly. AFAIK, this is all done using 3ds max 2010 and Piboso's export plugins.

I haven't tried it myself yet because I have been busy with other projects, although Manu did make a new rider model for GPB. You can find his Discord here: https://forum.piboso.com/index.php?topic=6923.0

Pictures from Manu himself, casual and female rider model:


Oh, that's quite nice! Is it worth trying for a beginner in 3D?

I don't have much time to spend on it but im quite interested about how it works.

I feel like the current rider needs a bit of a update regarding the proportions and the "realistic" feel...

Thanks for the quick answer


I'm not sure how difficult it is to get a rider model + proper animations in game, although I can imagine it being a difficult task, especially since there is 0 documentation about this.

Manu has told me that the whole process is too long to explain, although I'm sure if we have specific questions he'd help us out.

If I were to begin with this myself, I'd start with trying to add new marshals, as I think that'd work the same as the rider, but not as hard to implement due having way less animations and not having to worry about physics.


Alright thanks for your thoughts and sharing your experience.

I hope someone will try to work on something like this, im curious about how far can it go...


May 07, 2020, 01:06:10 pm #7 Last Edit: May 07, 2020, 01:17:06 pm by dolutattoo
Hi guys,

Here is what i was able to find in the game files :

Do not take care about the hierarchy, i didnt found any parenting thing, just names and file titles.
Sorry for the french comments ("-- comments")

Rider MXB research - Animation files :

rider_stand.anm = profile menu idle (background scene)
rider.anm = leaning sitting
rider2.anm = leaning sitting back
rider3.anm = leaning sitting forward
rider4.anm =  leaning standing forward
rider5.anm = leaning standing back
rider6.anm = leaning standing forward
rider7.anm = throttle
rider8.anm = torso lean sitting
rider9.anm = right foot start
rider10.anm = Raise Arm
rider11.anm = LookBack Left Sitting
rider12.anm = Look Left
rider13.anm = detach left
rider14.anm = Nac Nac
rider15.anm = Look Up Left
rider16.anm = leaning sitting jump
rider17.anm = leaning sitting back jump
rider18.anm = leaning sitting forward jump
rider19.anm = torso lean standing
rider20.anm = no feet an standing
rider21.anm = tearoff an standing
rider22.anm = Dab Left

Rider MXB research - Bones names research in rider_stand.anm (idle animation in background scene) :



 riderRIG_Pelvis -- bassin

 riderRIG_LeftHip -- hanche gauche
 riderRIG_LeftKnee -- genou
 riderRIG_LeftAnkle -- cheville
 riderRIG_LeftToe -- ??????????
 riderRIG_LeftKneeTwist -- torsion genou gauche
 riderRIG_LeftHipTwist1 -- torsion hanche gauche 1
 riderRIG_LeftHipTwist2 -- torsion hanche gauche 2

 riderRIG_RightHip -- hanche droite
 riderRIG_RightKnee -- genou droit
 riderRIG_RightAnkle -- cheville droite
 riderRIG_RightToe -- ??????????
 riderRIG_RightKneeTwist -- torsion genou droit
 riderRIG_RightHipTwist1 -- torsion hanche droite 1
 riderRIG_RightHipTwist2 -- torsion hanche droite 2

 riderRIG_Spine1  -- colonne vertebrale 1
 riderRIG_Spine2  -- colonne vertebrale 2
 riderRIG_Spine3  -- colonne vertebrale 3
 riderRIG_Spine4  -- colonne vertebrale 4

 riderRIG_Neck1 -- cou 1
 riderRIG_Neck2 -- cou 2

 riderRIG_Head -- tete

 riderRIG_LeftCollar -- collier

 riderRIG_LeftShoulder -- ├ępaule
 riderRIG_LeftElbow -- coude
 riderRIG_LeftWrist -- poignet
 riderRIG_LeftThumb1 -- pouce 1
 riderRIG_LeftThumb2 -- pouce 2
 riderRIG_LeftThumb3 -- pouce 3