I am no longer developing this tool. However, Jdembo has decided to pick up on it and continue development. You can find the current version of MCModeler here.
For this reason, and because people seem to be downloading from here anyway, the download links have been broken and the majority of the post hidden inside a spoiler tag. I leave it here simply for backwards reference.
Mobs and other entities are essential to the atmosphere of Minecraft; if there weren't Creepers running around blowing things up, what fun would it be? Anyone who's tried to make a new mob or entity (or anything that requires a model, for that matter) knows the frustration of having to type in code blindly, then wait 5 minutes just to compile and test that code only to find that it didn't turn out quite as you expected and that you have to go back and retry with different values. Unless, of course, you're a modeling god who can predict exactly how your model will look just based off of the values in your source code.
MCModeler is an open-source, cross-platform program made to ease that process a little by letting you create and test your model in an instant-response environment; results are immediate! You can even test your textures without leaving the modeler! Using this tool will save you a lot of time, coding and frustration when creating your creature (or your new vehicle). This tool is also for those who just want to mess around. "What would it look like if...?" <== That kind of thing.
Features
[*:20sjqv6b]Easy, intuitive interface for building your models!
[*:20sjqv6b]Easy texture previewing!
[*:20sjqv6b]Save your model and pick up on it later!
[*:20sjqv6b]Portable -- it'll run on any compatible computer! (Current known compatibilities are Windows XP, Vista and 7. Linux/Mac users, I need you to test my compatibilities!)
[*:20sjqv6b]Copy/paste for easy duplication!
[*:20sjqv6b]Model code generation! (Only codes the model! Animation, AI, interfacing, etc. is up to you to code)
New in This Update
[*:20sjqv6b]Mac GUI fixed
Download the latest version here: Version 1.1 Download the latest source code here: Version 1.1 source
Previous Supported Versions
In case I broke anything in the latest update:
v1.0 -- Program -- Source
Install Instructions
Download, unzip, and run. It's as simple as that. Unless you get an UnsatisfiedLinkError or something to that extent. If you do, follow these steps:
[*:20sjqv6b]Download and install Java3D to your computer (this includes setting it to your class/library paths!). Make a note of the installer you used.
[*:20sjqv6b]Run the program via the command terminal (CMD on windows, Shell/Bash on Linux/Macs) with the '-osdetect' parameter (something to this extent: 'java -jar MCModeler.jar -osdetect')
[*:20sjqv6b]Provide the information given to you in the popup. This will help me add compatibility for your operating system. Here's an example of how to format it:
Java OS name: windows 7
Java arch name: x86
Java3D install: j3d-1_5_2-windows-i586.exe
Error readout:
*stacktrace of the error*
What does it all mean?!?!
Let me explain the fields and buttons: Box List Manipulators
[*:20sjqv6b]Name
[*:20sjqv6b]The name of the new box you want to add. Please keep this name a valid Java identifier, as this is what the code generator uses as the identifiers for the boxes in the code it generates.
[*:20sjqv6b]Add New Box (Button)
[*:20sjqv6b]Adds a new box with the name specified in the Name field.
[*:20sjqv6b]Boxes
[*:20sjqv6b]A list of the boxes in your model.
[*:20sjqv6b]Delete box (Button)
[*:20sjqv6b]Deletes the selected box (This is irreversable! Careful!).
[*:20sjqv6b]Rename box (Button)
[*:20sjqv6b]Renames the selected box to the name of your choice (asks you for a new name, doesn't use the Name field).
Texture Manipulators
[*:20sjqv6b]Texture URL
[*:20sjqv6b]The URL of the texture you want to apply to the model.
[*:20sjqv6b]Browse (Button)
[*:20sjqv6b]Lets you select an image to use for the texture. Does not load the texture but simply puts the texture's location into the Texture URL field.
[*:20sjqv6b]Load (Button)
[*:20sjqv6b]Loads the texture specified by the Texture URL field.
Selected Box Values
**Note that with the following fields you need to press Enter to finalize your change.
[*:20sjqv6b]X/Y/Z size
[*:20sjqv6b]Specify the size of this box in pixels.
[*:20sjqv6b]X/Y/Z center
[*:20sjqv6b]Specify how many pixels the rotational center of the box should be from the geometric center of the box. This is the point around which the box rotates.
[*:20sjqv6b]X/Y/Z offset
[*:20sjqv6b]Specify how many pixels the box should be from the center of the model.
[*:20sjqv6b]X/Y/Z rotation
[*:20sjqv6b]Specify to what angle the box should rotate to, in degrees. Note that the rotations are applied in Z-Y-X order.
[*:20sjqv6b]X/Y Texture Offsets
[*:20sjqv6b]Specify the offset of this particular box's texture within the texture image, in pixels from the top left corner of the image.
File Menu
I won't explain the generic ones.
[*:20sjqv6b]Generate Code
[*:20sjqv6b]Generates the model code and puts it in the file specified.
Edit Menu
Copy/Cut/Paste are self-explanatory. (They also only work with boxes. )
View Menu
[*:20sjqv6b]Display XY/YZ/ZX grid
[*:20sjqv6b]These are guides to help you build your model. You can turn them on or off here.
[*:20sjqv6b]Display center point
[*:20sjqv6b]This option tells the previewer whether or not to draw the center point of the box.
[*:20sjqv6b]Display unselected boxes as...
[*:20sjqv6b]This option tells the previewer how to draw boxes you aren't currently working with. The options are self-explanatory, but keep in mind that you cannot mouse-select unselected boxes if this option is set to 'Invisible'.
[*:20sjqv6b]Reload texture file
[*:20sjqv6b]If you've made changes to your texture file, this reloads them and reapplies them to your model.
View Controls
View controls are pretty natural:
[*:20sjqv6b]Left-click on a box to select that box.
[*:20sjqv6b]Left-click and drag to rotate your view of the model
[*:20sjqv6b]Scroll with the mouse wheel to zoom in and out.
Upcoming Features
Features I plan to add in the near future:
[*:20sjqv6b]Undo/Redo buttons
[*:20sjqv6b]Mirror texture option, which mirrors the texture on a box. Notch uses this on arms/legs.
Suggestions are welcome!
Current Known Issues
If you notice any problems, please make sure to let me know! I'll add it to the list.
[*:20sjqv6b]When you add new boxes to the previewer, it overlaps menus that should appear over it. Resizing the window even the slightest seems to fix this until you add the next box.
[*:20sjqv6b]There are no undo/redo buttons, so if you make a mistake, you'll have to manually undo it.
[*:20sjqv6b]In generating code, the Y/Z rotations may need to be negated to work with Notch's code. The same goes with all X values.
sweet, now all the poor mac and linux guys have a modeler too ^^
And it's nice to see how we essentially started the 3d modeler tool.
We are obviously doing something right :tongue.gif:
Yay! You did something very right. Much more right than another guy I saw who tried to make a mobmaker. He tried to include behaviors and AI and animations and all sorts of other stuff. :tongue.gif: He gave up after a while. But yeah, you're like the Baezon of model makers, only other programs starting coming off before you quit. :tongue.gif:
Anyway, I saw your modeler. What did you program it in? I'm curious, because it looks really professional and you didn't mention what language you used in the OP.
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
it's in c# 4.0 (that's why it's windows only) using wpf - it's just so easy to work with.
But it also supports python plugins and I tried to keep it as extensible as possible (which is why it took me some time to get the basics to work).
The way it is now r4wk is working on the gui and I'm coding.. well, the code.
I really think it's good when there are alternatives out there (I totally forgot about the mirrored texturething, someone told me about it eons ago), but I don't get why the same thing gets recreated over and over again, seems like a waste of resources.
Anyway, feel free to join our channel on irc :smile.gif:
and good luck catching up ;P
Mmm C#. That's a language I need to take the time to learn; I hear a lot of people program with it. I may join you on IRC at some point when I have spare time. And yes, luck is something I'll need a lot of to catch up with you guys; that and time.
An update on my coding situation:
Testing's picking up big time at my school, so for the next week or so I'm not going to get a lot of time to code. I hope to get at least the features mentioned in the upcoming features listing ready by the end of next weekend (by that I mean the night of Sunday the 15th). Then I may consider adding a texture image preview like the small one in the top left corner of the Techne modeler. That's what the blank spot in the top right corner of my program was originally intended for, if you were curious.
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
I don't remember which Java3D installer I used, so no luck there, but I couldn't type in any of the X, Y, or Z text boxes. Just thought you should know.
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Quote from Blagob »
This is awesome. Now if only I could understand what the hell it all means.
I don't remember which Java3D installer I used, so no luck there, but I couldn't type in any of the X, Y, or Z text boxes. Just thought you should know.
Could you provide some more info? What operating system are you running? If it's a Mac, I just noticed recently that the GUI doesn't display properly on Macs; I need to go back and redo the GUI for them. In any case, there aren't too many J3D installers out there; just go back to the download page and look at the links, it should be easy to find.
Quote from LukeRay »
The behavior of the window is a little bit incorrect... :wink.gif: I expected that the work area will increase after maximizing the window.
Yeah, I noticed that too. GUI isn't exactly my strong suit. :/ Not entirely sure how to make it expand like it should.
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AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
Fixed the Mac GUI. Linux users, I need you to provide feedback on the GUI! I don't have a Linux system to test on! And, of course, if anyone else has any problems with the graphics or any other functions, please report them!
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AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
It's a brilliant tool for the Mac, seriously, I could not thank you enough. The only thing you could possibly do is add the model files in the download (I can get them myself but its a time consuming process).
A for you good Sir! You deserve it!
Thank you very much! Getting some model files of existing models was actually the next thing I planned on doing, now that I've gotten the update out for my redstone simulator. I should have them done and uploaded in the near future.
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
Java OS name: windows 7
Java arch name: amd64
Java3D install: j3d-1_5_1-windows-amd64.exe
Error readout:
java.lang.UnsatisfiedLinkError: no j3dcore-ogl in java.library.path
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at javax.media.j3d.NativePipeline$1.run(NativePipeline.java:231)
at java.security.AccessController.doPrivileged(Native Method)
at javax.media.j3d.NativePipeline.loadLibrary(NativePipeline.java:200)
at javax.media.j3d.NativePipeline.loadLibraries(NativePipeline.java:157)
at javax.media.j3d.MasterControl.loadLibraries(MasterControl.java:987)
at javax.media.j3d.VirtualUniverse.<clinit>(VirtualUniverse.java:299)
at javax.media.j3d.Canvas3D.<clinit>(Canvas3D.java:3881)
at ModelPreview.<init>(ModelPreview.java:51)
at WindowsGUI.prepareGUI(WindowsGUI.java:22)
at MCModeler.<init>(MCModeler.java:72)
at MCModeler.main(MCModeler.java:1222)
at Start.main(Start.java:100)
Java OS name: windows 7
Java arch name: amd64
Java3D install: j3d-1_5_1-windows-amd64.exe
Error readout:
java.lang.UnsatisfiedLinkError: no j3dcore-ogl in java.library.path
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at javax.media.j3d.NativePipeline$1.run(NativePipeline.java:231)
at java.security.AccessController.doPrivileged(Native Method)
at javax.media.j3d.NativePipeline.loadLibrary(NativePipeline.java:200)
at javax.media.j3d.NativePipeline.loadLibraries(NativePipeline.java:157)
at javax.media.j3d.MasterControl.loadLibraries(MasterControl.java:987)
at javax.media.j3d.VirtualUniverse.<clinit>(VirtualUniverse.java:299)
at javax.media.j3d.Canvas3D.<clinit>(Canvas3D.java:3881)
at ModelPreview.<init>(ModelPreview.java:51)
at WindowsGUI.prepareGUI(WindowsGUI.java:22)
at MCModeler.<init>(MCModeler.java:72)
at MCModeler.main(MCModeler.java:1222)
at Start.main(Start.java:100)
Thank you! I'll get right to fixing that.
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
Glad to help, this could be a very useful program.
Edit: if you have a windows machine and want Ubuntu for testing you can get Wubi (http://www.ubuntu.com/download/ubuntu/windows-installer) and easily set up your computer to let you choose whether you want to use Windows or Ubuntu on startup.
2 issues i had with this is
1. it doesn't set rotation angles when you convert to code
2. i cant tell where the ground would be and if the grid is the ground its then way off
Hey, one question: Is there a way to tell what surface of the mob is going to have a select texture? Or do you just have to wing it? Like, is there a pattern for it or a way to predict what part of the texture will be occupying a select part of the model?
MCModeler is an open-source, cross-platform program made to ease that process a little by letting you create and test your model in an instant-response environment; results are immediate! You can even test your textures without leaving the modeler! Using this tool will save you a lot of time, coding and frustration when creating your creature (or your new vehicle). This tool is also for those who just want to mess around. "What would it look like if...?" <== That kind of thing.
Features
[*:20sjqv6b]Easy, intuitive interface for building your models!
New in This Update[*:20sjqv6b]Easy texture previewing!
[*:20sjqv6b]Save your model and pick up on it later!
[*:20sjqv6b]Portable -- it'll run on any compatible computer! (Current known compatibilities are Windows XP, Vista and 7. Linux/Mac users, I need you to test my compatibilities!)
[*:20sjqv6b]Copy/paste for easy duplication!
[*:20sjqv6b]Model code generation! (Only codes the model! Animation, AI, interfacing, etc. is up to you to code)
[*:20sjqv6b]Mac GUI fixed
Download the latest version here: Version 1.1Download the latest source code here: Version 1.1 source
Previous Supported Versions
In case I broke anything in the latest update:
v1.0 -- Program -- Source
Install Instructions
Download, unzip, and run. It's as simple as that. Unless you get an UnsatisfiedLinkError or something to that extent. If you do, follow these steps:
[*:20sjqv6b]Download and install Java3D to your computer (this includes setting it to your class/library paths!). Make a note of the installer you used.
[*:20sjqv6b]Run the program via the command terminal (CMD on windows, Shell/Bash on Linux/Macs) with the '-osdetect' parameter (something to this extent: 'java -jar MCModeler.jar -osdetect')
[*:20sjqv6b]Provide the information given to you in the popup. This will help me add compatibility for your operating system. Here's an example of how to format it:
What does it all mean?!?!
Let me explain the fields and buttons:
Box List Manipulators
[*:20sjqv6b]Name
Texture Manipulators[*:20sjqv6b]The name of the new box you want to add. Please keep this name a valid Java identifier, as this is what the code generator uses as the identifiers for the boxes in the code it generates.
[*:20sjqv6b]Add New Box (Button)[*:20sjqv6b]Adds a new box with the name specified in the Name field.
[*:20sjqv6b]Boxes[*:20sjqv6b]A list of the boxes in your model.
[*:20sjqv6b]Delete box (Button)[*:20sjqv6b]Deletes the selected box (This is irreversable! Careful!).
[*:20sjqv6b]Rename box (Button)[*:20sjqv6b]Renames the selected box to the name of your choice (asks you for a new name, doesn't use the Name field).
[*:20sjqv6b]Texture URL
Selected Box Values[*:20sjqv6b]The URL of the texture you want to apply to the model.
[*:20sjqv6b]Browse (Button)[*:20sjqv6b]Lets you select an image to use for the texture. Does not load the texture but simply puts the texture's location into the Texture URL field.
[*:20sjqv6b]Load (Button)[*:20sjqv6b]Loads the texture specified by the Texture URL field.
**Note that with the following fields you need to press Enter to finalize your change.
[*:20sjqv6b]X/Y/Z size
File Menu[*:20sjqv6b]Specify the size of this box in pixels.
[*:20sjqv6b]X/Y/Z center[*:20sjqv6b]Specify how many pixels the rotational center of the box should be from the geometric center of the box. This is the point around which the box rotates.
[*:20sjqv6b]X/Y/Z offset[*:20sjqv6b]Specify how many pixels the box should be from the center of the model.
[*:20sjqv6b]X/Y/Z rotation[*:20sjqv6b]Specify to what angle the box should rotate to, in degrees. Note that the rotations are applied in Z-Y-X order.
[*:20sjqv6b]X/Y Texture Offsets[*:20sjqv6b]Specify the offset of this particular box's texture within the texture image, in pixels from the top left corner of the image.
I won't explain the generic ones.
[*:20sjqv6b]Generate Code
Edit Menu[*:20sjqv6b]Generates the model code and puts it in the file specified.
Copy/Cut/Paste are self-explanatory. (They also only work with boxes. )
View Menu
[*:20sjqv6b]Display XY/YZ/ZX grid
View Controls[*:20sjqv6b]These are guides to help you build your model. You can turn them on or off here.
[*:20sjqv6b]Display center point[*:20sjqv6b]This option tells the previewer whether or not to draw the center point of the box.
[*:20sjqv6b]Display unselected boxes as...[*:20sjqv6b]This option tells the previewer how to draw boxes you aren't currently working with. The options are self-explanatory, but keep in mind that you cannot mouse-select unselected boxes if this option is set to 'Invisible'.
[*:20sjqv6b]Reload texture file[*:20sjqv6b]If you've made changes to your texture file, this reloads them and reapplies them to your model.
View controls are pretty natural:
[*:20sjqv6b]Left-click on a box to select that box.
Upcoming Features[*:20sjqv6b]Left-click and drag to rotate your view of the model
[*:20sjqv6b]Scroll with the mouse wheel to zoom in and out.
Features I plan to add in the near future:
[*:20sjqv6b]Undo/Redo buttons
Suggestions are welcome![*:20sjqv6b]Mirror texture option, which mirrors the texture on a box. Notch uses this on arms/legs.
Current Known Issues
If you notice any problems, please make sure to let me know! I'll add it to the list.
[*:20sjqv6b]When you add new boxes to the previewer, it overlaps menus that should appear over it. Resizing the window even the slightest seems to fix this until you add the next box.
Change Log[*:20sjqv6b]There are no undo/redo buttons, so if you make a mistake, you'll have to manually undo it.
[*:20sjqv6b]In generating code, the Y/Z rotations may need to be negated to work with Notch's code. The same goes with all X values.
v1.1
[*:20sjqv6b]Mac GUI fixed
v1.0 -- First ReleaseYay! You did something very right. Much more right than another guy I saw who tried to make a mobmaker. He tried to include behaviors and AI and animations and all sorts of other stuff. :tongue.gif: He gave up after a while. But yeah, you're like the Baezon of model makers, only other programs starting coming off before you quit. :tongue.gif:
Anyway, I saw your modeler. What did you program it in? I'm curious, because it looks really professional and you didn't mention what language you used in the OP.
Mmm C#. That's a language I need to take the time to learn; I hear a lot of people program with it. I may join you on IRC at some point when I have spare time. And yes, luck is something I'll need a lot of to catch up with you guys; that and time.
An update on my coding situation:
Testing's picking up big time at my school, so for the next week or so I'm not going to get a lot of time to code. I hope to get at least the features mentioned in the upcoming features listing ready by the end of next weekend (by that I mean the night of Sunday the 15th). Then I may consider adding a texture image preview like the small one in the top left corner of the Techne modeler. That's what the blank spot in the top right corner of my program was originally intended for, if you were curious.
Could you provide some more info? What operating system are you running? If it's a Mac, I just noticed recently that the GUI doesn't display properly on Macs; I need to go back and redo the GUI for them. In any case, there aren't too many J3D installers out there; just go back to the download page and look at the links, it should be easy to find.
Yeah, I noticed that too. GUI isn't exactly my strong suit. :/ Not entirely sure how to make it expand like it should.
Thank you very much! Getting some model files of existing models was actually the next thing I planned on doing, now that I've gotten the update out for my redstone simulator. I should have them done and uploaded in the near future.
Java arch name: amd64
Java3D install: j3d-1_5_1-windows-amd64.exe
Error readout:
java.lang.UnsatisfiedLinkError: no j3dcore-ogl in java.library.path
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at javax.media.j3d.NativePipeline$1.run(NativePipeline.java:231)
at java.security.AccessController.doPrivileged(Native Method)
at javax.media.j3d.NativePipeline.loadLibrary(NativePipeline.java:200)
at javax.media.j3d.NativePipeline.loadLibraries(NativePipeline.java:157)
at javax.media.j3d.MasterControl.loadLibraries(MasterControl.java:987)
at javax.media.j3d.VirtualUniverse.<clinit>(VirtualUniverse.java:299)
at javax.media.j3d.Canvas3D.<clinit>(Canvas3D.java:3881)
at ModelPreview.<init>(ModelPreview.java:51)
at WindowsGUI.prepareGUI(WindowsGUI.java:22)
at MCModeler.<init>(MCModeler.java:72)
at MCModeler.main(MCModeler.java:1222)
at Start.main(Start.java:100)
Thank you! I'll get right to fixing that.
Ubuntu too, huh? I'll get on that. Thank you!
Edit: if you have a windows machine and want Ubuntu for testing you can get Wubi (http://www.ubuntu.com/download/ubuntu/windows-installer) and easily set up your computer to let you choose whether you want to use Windows or Ubuntu on startup.
1. it doesn't set rotation angles when you convert to code
2. i cant tell where the ground would be and if the grid is the ground its then way off
http://www.minecraftforum.net/viewtopic.php?f=1018&t=299962
Please keep the other up if its not to hard.
Twitter: @iPixeliMC
As apposed to the outside, which has no texture offset:
this is the mob texture I am using:
i have this in Path. is
and all of the .jar files like j3dcore.jar in CLASSPATH..help?
Just wait.