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.
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.
- [*: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)
- [*:20sjqv6b]Mac GUI fixed
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
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]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]Adds a new box with the name specified in the Name field.
- [*:20sjqv6b]A list of the boxes in your model.
- [*:20sjqv6b]Deletes the selected box (This is irreversable! Careful!).
- [*: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
- [*:20sjqv6b]The URL of the texture you want to apply to the model.
- [*: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]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
- [*:20sjqv6b]Specify the size of this box in pixels.
- [*: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]Specify how many pixels the box should be from the center of the model.
- [*:20sjqv6b]Specify to what angle the box should rotate to, in degrees. Note that the rotations are applied in Z-Y-X order.
- [*: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
- [*:20sjqv6b]Generates the model code and puts it in the file specified.
Copy/Cut/Paste are self-explanatory. (They also only work with boxes. )
- [*: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]This option tells the previewer whether or not to draw the center point of the box.
- [*: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]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.
[*: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
[*: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.
[*: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.
- [*:20sjqv6b]Mac GUI fixed