For your next update can you by any chance add IK to the arms and leg
Yeah probably, I do have some IK set up. The problem is the meshes are so uber simple that puting complex rigs onto them doesn't always work out right. I'll see what I can do. I already started the new blend yesterday, hopefully I will have time to finish it soon.
Yeah probably, I do have some IK set up. The problem is the meshes are so uber simple that puting complex rigs onto them doesn't always work out right. I'll see what I can do. I already started the new blend yesterday, hopefully I will have time to finish it soon.
Thanks for creating awesome rigs and sharing them with us :biggrin.gif:
Edit: where do you get the specifics/ratios of all the blocks and mobs?
Thanks for creating awesome rigs and sharing them with us :biggrin.gif:
Edit: where do you get the specifics/ratios of all the blocks and mobs?
The current blend isn't quite accurate with dimensions. The new blend is set up for the right dimensions and snapping settings. Notch had actually posted quite a while back that each block was 1 square meter, so its pretty easy to go from there. The mobs, however, are more of a guessing game. I haven't really dug too deep into that just yet.
If you want to look at the new blend (its not even near completion), you can get it from here. There is a block in there named "reference cube" that is set to the correct dimensions of a real mc block. At this point I am just appending the blend with the old blocks and rescaling them to match the reference block (1X1X1). So if you wanted to continue this blend you are more than welcome to take a stab at it.
I honestly don't know when or if I will have time to get any further at this point. Just let me know if you do take up the project. I can update the thread to link to your own thread and I will most likely be able to lend a hand with it here and there.
I think i might try updating it but i do not give any guarantees. I'll probably get stumped at the plants...
plants are actually easy, just criss cross two planes with alpha turned on. You can use the ones from the original blend and scale them up to the right size. For new plants just dupe an old one and edit the uvs to match. If they do give you any trouble I can lend a hand.
Still dont know about being able to get time to update it myself right now, looks like I have a busy few weeks and then holidays to make life even more chaotic. But you never know.
Hopefully ill update them (still no gurantees) but as i am trying right now.. how were you going to plan to move the whole piston up and down? as in moving the block up and down and not extending the piston part
Hopefully ill update them (still no gurantees) but as i am trying right now.. how were you going to plan to move the whole piston up and down? as in moving the block up and down and not extending the piston part
Hadn't gotten a chance to finish the rig for that, but for now you can always disable the constraint. Realistically you could set up a local space constraint to the whole thing. Maybe use an actual bone or two instead of an empty would be the fastest route.
You might also just want to set a limit distance constraint instead, so that the upper bit cant be pulled too far away from the lower bit. You actually could just cut out the constraint all together, its sort of pointless as long as snapping is turned on.
Looks like dropbox is being weird right now, its trying to open the blend with your browser. Did the same thing on my end. What you can do is right click the link and do "save as / save target as / etc" That seems to work out on this end.
Does this help im not sure
i didnt have the problem
Wow. Just "wow". I really love this. I can't wait until you get Enderman, glass panes, etc. done! Whatever you do, do not give up on this! :biggrin.gif:
I made a bow and arrow that can be added to the pack (no credit necessary :wink.gif: ). I want to make it so that the bow can be easily animated from its idle position to its shooting position (If it isn't clear, I'm talking about the shooting animation that was added in 1.8), however, I have no idea how to do this. I was thinking about using a lattice, but I have no experience with these. Any suggestions would be appreciated.
I made a bow and arrow that can be added to the pack (no credit necessary :wink.gif: ). I want to make it so that the bow can be easily animated from its idle position to its shooting position (If it isn't clear, I'm talking about the shooting animation that was added in 1.8), however, I have no idea how to do this. I was thinking about using a lattice, but I have no experience with these. Any suggestions would be appreciated.
Very cool! Theres a few ways you can animate this thing, easiest is a path: modified arrow blend
Another way is with the built in physics engine. You can look at this blend for an example of how to set it up. You need to press "P" to start the simulation, mouse click to fire. You can use a similar if not identical setup (but with mc models) to record the actual animations. Once they are recorded (converted to keyframes) then you can use them like any other animation (the record animation option is found under the "game" menu when you are in blender game mode). I wish I had more time to play with these blends but I'm still not getting any free time.
i have a blender request can someone please make me an intro to my youtube account in blender that has the minecraft bow shoot an arrow which flies across the screen and as it travels across the screen it spells out "MrWafflePants78" behind please if someone takes up my offer i will create a video showing the intro and giving them full credit for it my Youtube name is MrWafflePants78 if you would like to take up my offer than message me either on these minecraft forums or on youtube
Sincerely,
MrWafflePants78
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
i have a blender request can someone please make me an intro to my youtube account in blender that has the minecraft bow shoot an arrow which flies across the screen and as it travels across the screen it spells out "MrWafflePants78" behind please if someone takes up my offer i will create a video showing the intro and giving them full credit for it my Youtube name is MrWafflePants78 if you would like to take up my offer than message me either on these minecraft forums or on youtube
Sincerely,
MrWafflePants78
Easy pie, heres a simple blend you can work with (I used the bow and arrow blend above as a starting point). You can tweak and edit anything you want, this is only about five minutes of work but that's really all I've got time for at the moment:
Hi its me again, there seems to be a problem with the downloads you have skarab,also how did you make the Mr. WafflePants words in that animation? that's really all I have to say other than your the best.
Cya,
247blackops
Hi skarb (or anyone else who knows a lot about blender), I have a few questions... I'm going to make a minecraft series soon and actually I have two main problems:1: When I render, the grass is gray.2: Is there a way to make the arms and legs 'break' instead of bend. Like with your very first files.3: I still can't manage to get the blurryness away.Thx in advance to anyone who helps me!-Omegah from TGC
1. The grass should render green, though it will look grey in the textured preview window. This is because the grass in-game uses a seperate png file to decide the actual in-game grass block colors. You actually should be able to map the colors to use different coordinates in the official grass colors png. I believe I'd started working on this (basically I just pulled the colors png out of the jar and may or may not have zipped it into the blend), but I'm not sure.
2. The arms and legs can be made to break rather than bend with a few different methods. The easiest would be to separate the arm mesh into two pieces (at from the elbows up) and the legs from the knees down. Then you could either play with the vert groups and the bone groups (make sure the upper arm bone no longer affects the new lower arm vert group, etc) or just de-parent (clear the parenting) the rig from the mesh and re-parent it from scratch. The second method would also require vert group tweaking. You can make this easier by seperating all the loose pieces of the mesh, and then parenting them one at a time to the rig (this keeps the auto rigging system from accidentally assigning part of the body mesh to an arm bone and stuff like that).
Drastically reducing the face count on the mesh itself might even work, though I think there would be a lot of stretching. The only reason the face count isn't 1:1 with minecraft is that I wanted to accommodate lighting, shadows and bending. If there is a low face count (ie torches, if you subdivide the torches in the main blend you will notice that they emit a great deal of light, as they are right now, they barely emit any light and a lamp is actually required to get them to do any good)) then the light emits very poorly, and shadows improve with increased face count as well.
3. The blurriness issue seems to vary from machine to machine. I'm not really sure why exactly, some people cant get rid of it and others cant seem to replicate it. Your best bet is to try the things mentioned further up in the thread (I think there were a few different things that worked for different people)
I know this is all a bit confusing, and I wish I had the time to go over everything and fix/update it but I just cant cram any recreational blending into my 60 hour work weeks right now. Maybe when things slow down at work I will get some new rigs and stuff added into this thread, but right now I barely have time to eat, let alone troubleshoot... And trust me when I say, I'm just as annoyed by it as you are :smile.gif:
Hi its me again, there seems to be a problem with the downloads you have skarab,also how did you make the Mr. WafflePants words in that animation? that's really all I have to say other than your the best. Cya, 247blackops
You might be having the issue with code popping up when you go to download a blend... If thats the case just right click the link and use "save target as /save as." If thats not the problem, let me know and I will see if I can figure it out.
To get text into a blend you just go to the top menu bar and click "add" then select "text." This will give you a basic mesh that says "text," you can tab into edit mode and type in whatever text you want. There are also several options in the attributes box on the right (typical options like font, size, bevel, extrude) and you can adjust its materials/texture just as you would with any normal mesh. You can also convert the text into a real mesh using the "alt c" command, though this may produce some nasty topology. Your best bet is to leave it as a text object unless you need to export it or something.
Text can also be given nearly all the same modifiers as any regular mesh, can be set to follow paths, warp along curves, etc.
And thanks! I really wish I had the time to kick out a new set of blends for you guys, maybe after the game leaves beta I'll have the chance to work out a nice all-inclusive blend. Who knows :smile.gif:
Just one more question :biggrin.gif:
How do I make the texture of the player flat again. When I render, It has a mountain-ish texture. Although it's quite awesome, it's hard to make a facial rig like that. And that's what I'm working on.
Thx for replieing so fast to my previous message!
-Omegah from TGC
hm, you might be using one of the rigs with normal mapping turned on. Check in the textures panel and make sure the "normal" box isn't ticked. Its under the influence section of the textures panel. Now that I think about it, I'm pretty sure I had the normals box checked in the rig blend.
Yeah probably, I do have some IK set up. The problem is the meshes are so uber simple that puting complex rigs onto them doesn't always work out right. I'll see what I can do. I already started the new blend yesterday, hopefully I will have time to finish it soon.
Thanks for creating awesome rigs and sharing them with us :biggrin.gif:
Edit: where do you get the specifics/ratios of all the blocks and mobs?
The current blend isn't quite accurate with dimensions. The new blend is set up for the right dimensions and snapping settings. Notch had actually posted quite a while back that each block was 1 square meter, so its pretty easy to go from there. The mobs, however, are more of a guessing game. I haven't really dug too deep into that just yet.
If you want to look at the new blend (its not even near completion), you can get it from here. There is a block in there named "reference cube" that is set to the correct dimensions of a real mc block. At this point I am just appending the blend with the old blocks and rescaling them to match the reference block (1X1X1). So if you wanted to continue this blend you are more than welcome to take a stab at it.
I honestly don't know when or if I will have time to get any further at this point. Just let me know if you do take up the project. I can update the thread to link to your own thread and I will most likely be able to lend a hand with it here and there.
plants are actually easy, just criss cross two planes with alpha turned on. You can use the ones from the original blend and scale them up to the right size. For new plants just dupe an old one and edit the uvs to match. If they do give you any trouble I can lend a hand.
Still dont know about being able to get time to update it myself right now, looks like I have a busy few weeks and then holidays to make life even more chaotic. But you never know.
Hadn't gotten a chance to finish the rig for that, but for now you can always disable the constraint. Realistically you could set up a local space constraint to the whole thing. Maybe use an actual bone or two instead of an empty would be the fastest route.
You might also just want to set a limit distance constraint instead, so that the upper bit cant be pulled too far away from the lower bit. You actually could just cut out the constraint all together, its sort of pointless as long as snapping is turned on.
Does this help im not sure
i didnt have the problem
Please click the button if this post/topic was helpful/useful/fun in any way!
http://dl.dropbox.com/u/30171210/Bow and Arrow.blend
Very cool! Theres a few ways you can animate this thing, easiest is a path: modified arrow blend
Another way is with the built in physics engine. You can look at this blend for an example of how to set it up. You need to press "P" to start the simulation, mouse click to fire. You can use a similar if not identical setup (but with mc models) to record the actual animations. Once they are recorded (converted to keyframes) then you can use them like any other animation (the record animation option is found under the "game" menu when you are in blender game mode). I wish I had more time to play with these blends but I'm still not getting any free time.
Sincerely,
MrWafflePants78
Easy pie, heres a simple blend you can work with (I used the bow and arrow blend above as a starting point). You can tweak and edit anything you want, this is only about five minutes of work but that's really all I've got time for at the moment:
Cya,
247blackops
1. The grass should render green, though it will look grey in the textured preview window. This is because the grass in-game uses a seperate png file to decide the actual in-game grass block colors. You actually should be able to map the colors to use different coordinates in the official grass colors png. I believe I'd started working on this (basically I just pulled the colors png out of the jar and may or may not have zipped it into the blend), but I'm not sure.
2. The arms and legs can be made to break rather than bend with a few different methods. The easiest would be to separate the arm mesh into two pieces (at from the elbows up) and the legs from the knees down. Then you could either play with the vert groups and the bone groups (make sure the upper arm bone no longer affects the new lower arm vert group, etc) or just de-parent (clear the parenting) the rig from the mesh and re-parent it from scratch. The second method would also require vert group tweaking. You can make this easier by seperating all the loose pieces of the mesh, and then parenting them one at a time to the rig (this keeps the auto rigging system from accidentally assigning part of the body mesh to an arm bone and stuff like that).
Drastically reducing the face count on the mesh itself might even work, though I think there would be a lot of stretching. The only reason the face count isn't 1:1 with minecraft is that I wanted to accommodate lighting, shadows and bending. If there is a low face count (ie torches, if you subdivide the torches in the main blend you will notice that they emit a great deal of light, as they are right now, they barely emit any light and a lamp is actually required to get them to do any good)) then the light emits very poorly, and shadows improve with increased face count as well.
3. The blurriness issue seems to vary from machine to machine. I'm not really sure why exactly, some people cant get rid of it and others cant seem to replicate it. Your best bet is to try the things mentioned further up in the thread (I think there were a few different things that worked for different people)
I know this is all a bit confusing, and I wish I had the time to go over everything and fix/update it but I just cant cram any recreational blending into my 60 hour work weeks right now. Maybe when things slow down at work I will get some new rigs and stuff added into this thread, but right now I barely have time to eat, let alone troubleshoot... And trust me when I say, I'm just as annoyed by it as you are :smile.gif:
You might be having the issue with code popping up when you go to download a blend... If thats the case just right click the link and use "save target as /save as." If thats not the problem, let me know and I will see if I can figure it out.
To get text into a blend you just go to the top menu bar and click "add" then select "text." This will give you a basic mesh that says "text," you can tab into edit mode and type in whatever text you want. There are also several options in the attributes box on the right (typical options like font, size, bevel, extrude) and you can adjust its materials/texture just as you would with any normal mesh. You can also convert the text into a real mesh using the "alt c" command, though this may produce some nasty topology. Your best bet is to leave it as a text object unless you need to export it or something.
Text can also be given nearly all the same modifiers as any regular mesh, can be set to follow paths, warp along curves, etc.
And thanks! I really wish I had the time to kick out a new set of blends for you guys, maybe after the game leaves beta I'll have the chance to work out a nice all-inclusive blend. Who knows :smile.gif:
hm, you might be using one of the rigs with normal mapping turned on. Check in the textures panel and make sure the "normal" box isn't ticked. Its under the influence section of the textures panel. Now that I think about it, I'm pretty sure I had the normals box checked in the rig blend.