For some reason when the animations are run, they pause in between. Not sure what is causing this. The model seems fine and its happening with both looping animations (walk and fly).
Same mod as the one Wildbill was posting about btw.
I'm looking at the code. I'm confused about something. When a animation has 2 frames, should it have the number in ChannelFly for number of frames set to 2 or 1?
I have this:
animChannels.put("Fly", new ChannelFly("Fly", 2.0F, 2, Channel.LOOP));
animChannels.put("Walk", new ChannelWalk("Walk", 3.0F, 3, Channel.LOOP));
animChannels.put("Idle", new ChannelIdle("Idle", 2.0F, 5, Channel.LINEAR));
So the first one has frame0 & frame1, but in MCAnimator, it included a frame2, which I commented out, because it caused a pause in the loop animation. The 2nd has frame0, frame1, and frame2
The 3rd has frame0 through frame5.
The last is a linear.
This isn't really making sense to me. I did read the tutorial. I think I understand the coding part, but don't know how to do the stuff in MCAnimator to create the animation. LRA_10 did that.
I'm looking at the code. I'm confused about something. When a animation has 2 frames, should it have the number in ChannelFly for number of frames set to 2 or 1?
I have this:
animChannels.put("Fly", new ChannelFly("Fly", 2.0F, 2, Channel.LOOP));
animChannels.put("Walk", new ChannelWalk("Walk", 3.0F, 3, Channel.LOOP));
animChannels.put("Idle", new ChannelIdle("Idle", 2.0F, 5, Channel.LINEAR));
So the first one has frame0 & frame1, but in MCAnimator, it included a frame2, which I commented out, because it caused a pause in the loop animation. The 2nd has frame0, frame1, and frame2
The 3rd has frame0 through frame5.
The last is a linear.
This isn't really making sense to me. I did read the tutorial. I think I understand the coding part, but don't know how to do the stuff in MCAnimator to create the animation. LRA_10 did that.
I'll answer to you as you work togheter
First of all, we have already done the 2 features you asked in the WIP version of the MCA (Firewill did them)
The number of frames means how many frames the animation has: it doesn't make sense having an animation with 0 frames. So 2 is correct if the animation must have 2 frames.
The difference in the number of frames should be caused by the fact you have edited the "frame 0" in the MCA: if you edit it, it will consider it as a frame of that animation. If you don't edit it, default model values will be applied and you won't have an additional frame in the exported code. Does it make sense? I'll try to be more explicit on the tutorials
By edited the "frame 0" in the MCA, do you mean when creating them in MCAnimator it was "edited", or I edited some code in a MCA file in Eclipse?
I didn't create the animation in MCAnimator, but I did attempt to remove one frame. I did that by changing the number of frames from 3 to 2. That didn't seem to remove it from the exported code though.
By edited the "frame 0" in the MCA, do you mean when creating them in MCAnimator it was "edited", or I edited some code in a MCA file in Eclipse?
I didn't create the animation in MCAnimator, but I did attempt to remove one frame. I did that by changing the number of frames from 3 to 2. That didn't seem to remove it from the exported code though.
By edited "frame 0" I mean in the MCA, when you created the animation
You attempted to remove in the MCA? Maybe changing the number of frames in the animations tab of the MCA hasn't correctly removed previous existing frames, you should try removing them before editing the number of frames to be sure of it. If this is the cause, we will surely fix it.
I hate to bring this up again, but do you have a time for when you will update MCA so I can export my models as items? This tool is amazing, but useless, to me until I can do this. Awesome tool anyway!:D
I hate to bring this up again, but do you have a time for when you will update MCA so I can export my models as items? This tool is amazing, but useless, to me until I can do this. Awesome tool anyway!:D
Working on both blocks and items, we are testing the best ways
So, when rotating a model, how do I fill in what's left/what's extra?
For example:
How would I cut off the part that's circled?
You cannot cut off parts. Everything is made of blocks, you cannot use other shapes (like a trapezoid). You will have to think better about how the model should be made
I'm getting a problem at the moment importing a texture. It's a very basic block. I used the Export TextureMap function and then edited the file in GIMP to change the texture how I wanted it. Then I clicked Load Texture and tried to load the file again, but I get a crash:
Any idea what's causing this and how I could work around it?
Hasn't happen yet. Thanks for the reporting, was the texture size still the same? Was the model still loaded in the MCA? We'll look for this and we'll fix it
Yes, the texture size is still the same. It's a very basic model with only one box. The application won't let me open the texture without opening the model first. Would you like me to send you the .mca and .png files for you to test with?
I'm running it on Mac, by the way.
EDIT: Just noticed that you can't attach some file formats in PM's. If you PM me your email address I'll happily email over the files I'm using.
Also, I'm running Java 8.
Thanks for the info, can you zip it? PM with zips should be fine
I think I had already done this in order to run the JDK correctly. If I call "java -version" from Terminal it correctly points to the Java 8 folder. Is that what you meant?
Sorry for the late reply, we have found the bug and we have fixed it. We'll release a fast bugfix new version in the next few days
I'm having an odd problem with this program. I have two animations coded into my mob. Both appear correct in MCAnimator, but upon exporting the model, one of the animations switches its axes (instead of the mob's legs swinging back and forth when walking, they swing up and down). While both animations act on items that are part of a tree model structure, the working one only operates on the lowest branch of the tree, while the non-working animation is working on a part a little further up.
I'm not sure how to attach a .mca file to this forum, but if you need it I can probably email it to you.
I'm having an odd problem with this program. I have two animations coded into my mob. Both appear correct in MCAnimator, but upon exporting the model, one of the animations switches its axes (instead of the mob's legs swinging back and forth when walking, they swing up and down). While both animations act on items that are part of a tree model structure, the working one only operates on the lowest branch of the tree, while the non-working animation is working on a part a little further up.
I'm not sure how to attach a .mca file to this forum, but if you need it I can probably email it to you.
Understanding your problem is not easy. First of all: have you edited the exported code in some render lines? Anyway you can upload any file on mediafire, dropbox and anything similar
Please guys answer to the poll to help us improving the performance of the MCAnimator!
The only things I've changed were switching the animation types of the two animations I have going (one was loop, the other linear, and I programmed them wrong), modifying the package lines and import lines to reflect where files were located in my mod, and adding animation triggers to the entity file.
Here is the link to the files I'm using (I think that's all of them).
The only things I've changed were switching the animation types of the two animations I have going (one was loop, the other linear, and I programmed them wrong), modifying the package lines and import lines to reflect where files were located in my mod, and adding animation triggers to the entity file.
Here is the link to the files I'm using (I think that's all of them).
We just checked your model inside the MCA and it seems correct. We'll check the code then to be sure of the bug. Maybe it could be something about a wrong interpretation of XYZ axis rotation that we didn't considered during the development of the library. We'll need to do more investigations
UPDATE: Yes, you are right. This bug is really weird as the legs rotates around the Z axis instead of the Y axis. I personally think it has something to do with the fact that the upper legs have been rotated 90 degress. We'll surely fix this!
I just tried this with another model without checking this thread so I didn't realize a bug had been discovered, but the second model I made had a slightly longer walk animation. The same problem occurred, but only within the first three frames (the animation was five frames long, the last two worked fine) if that's at all helpful.
I just tried this with another model without checking this thread so I didn't realize a bug had been discovered, but the second model I made had a slightly longer walk animation. The same problem occurred, but only within the first three frames (the animation was five frames long, the last two worked fine) if that's at all helpful.
UPDATE2: We have found the bug. Your simple but pretty model was affected by 2 bugs at the same time. And this caused the weird behaviour. We are fixing the last bug and then we'll release a fixed patch!
I am getting an error when I try to import a .png file for the texture on one of my mobs that I am making. I created my model for my mob and the mob is very big so I did not want to texture it pixel by pixel (btw I think you should add a way to increase the "brush" size) so I exported the texture onto my desktop because I already did a lot of detailed stuff in the program and filled in a large area with red using paint.net. When I tried importing the file (it is still in the 1024x1024 size) a window popped up saying "Uncaught exception thrown in Thread[AWT-EventQueue-0,6,main] NullPointerException" after I click ok on that window the program freezes and I have to exit it from my task manager.
If anyone could help it would be much appreciated. Other than this error I love this program really helps with the animating.
I'm looking at the code. I'm confused about something. When a animation has 2 frames, should it have the number in ChannelFly for number of frames set to 2 or 1?
I have this:
animChannels.put("Fly", new ChannelFly("Fly", 2.0F, 2, Channel.LOOP));
animChannels.put("Walk", new ChannelWalk("Walk", 3.0F, 3, Channel.LOOP));
animChannels.put("Idle", new ChannelIdle("Idle", 2.0F, 5, Channel.LINEAR));
So the first one has frame0 & frame1, but in MCAnimator, it included a frame2, which I commented out, because it caused a pause in the loop animation. The 2nd has frame0, frame1, and frame2
The 3rd has frame0 through frame5.
The last is a linear.
This isn't really making sense to me. I did read the tutorial. I think I understand the coding part, but don't know how to do the stuff in MCAnimator to create the animation. LRA_10 did that.
[url=2482915-wip-arkcraft-survival-evolved-dinos-taming]
I'll answer to you as you work togheter
First of all, we have already done the 2 features you asked in the WIP version of the MCA (Firewill did them)
The number of frames means how many frames the animation has: it doesn't make sense having an animation with 0 frames. So 2 is correct if the animation must have 2 frames.
The difference in the number of frames should be caused by the fact you have edited the "frame 0" in the MCA: if you edit it, it will consider it as a frame of that animation. If you don't edit it, default model values will be applied and you won't have an additional frame in the exported code. Does it make sense? I'll try to be more explicit on the tutorials
By edited the "frame 0" in the MCA, do you mean when creating them in MCAnimator it was "edited", or I edited some code in a MCA file in Eclipse?
I didn't create the animation in MCAnimator, but I did attempt to remove one frame. I did that by changing the number of frames from 3 to 2. That didn't seem to remove it from the exported code though.
[url=2482915-wip-arkcraft-survival-evolved-dinos-taming]
By edited "frame 0" I mean in the MCA, when you created the animation
You attempted to remove in the MCA? Maybe changing the number of frames in the animations tab of the MCA hasn't correctly removed previous existing frames, you should try removing them before editing the number of frames to be sure of it. If this is the cause, we will surely fix it.
I hate to bring this up again, but do you have a time for when you will update MCA so I can export my models as items? This tool is amazing, but useless, to me until I can do this. Awesome tool anyway!:D
I might be a bit late, but whatever. Hold control and click the trackpad button or put two fingers on the trackpad and then click.
That should do a right click. May not work on some Java apps.
Still, invest in a mouse. AFAIK, you can't use this trick to press both left and right mouse buttons at the same time.
Working on both blocks and items, we are testing the best ways
So, when rotating a model, how do I fill in what's left/what's extra?
For example:
How would I cut off the part that's circled?
Thank you!
You cannot cut off parts. Everything is made of blocks, you cannot use other shapes (like a trapezoid). You will have to think better about how the model should be made
Hasn't happen yet. Thanks for the reporting, was the texture size still the same? Was the model still loaded in the MCA? We'll look for this and we'll fix it
Thanks for the info, can you zip it? PM with zips should be fine
Sorry for the late reply, we have found the bug and we have fixed it. We'll release a fast bugfix new version in the next few days
Thanks for the tip Sebastien, but probably JMonkeyEngine has got a more automatic option for doing that
I'm having an odd problem with this program. I have two animations coded into my mob. Both appear correct in MCAnimator, but upon exporting the model, one of the animations switches its axes (instead of the mob's legs swinging back and forth when walking, they swing up and down). While both animations act on items that are part of a tree model structure, the working one only operates on the lowest branch of the tree, while the non-working animation is working on a part a little further up.
I'm not sure how to attach a .mca file to this forum, but if you need it I can probably email it to you.
Understanding your problem is not easy. First of all: have you edited the exported code in some render lines? Anyway you can upload any file on mediafire, dropbox and anything similar
Please guys answer to the poll to help us improving the performance of the MCAnimator!
The only things I've changed were switching the animation types of the two animations I have going (one was loop, the other linear, and I programmed them wrong), modifying the package lines and import lines to reflect where files were located in my mod, and adding animation triggers to the entity file.
Here is the link to the files I'm using (I think that's all of them).
We just checked your model inside the MCA and it seems correct. We'll check the code then to be sure of the bug. Maybe it could be something about a wrong interpretation of XYZ axis rotation that we didn't considered during the development of the library. We'll need to do more investigations
UPDATE: Yes, you are right. This bug is really weird as the legs rotates around the Z axis instead of the Y axis. I personally think it has something to do with the fact that the upper legs have been rotated 90 degress. We'll surely fix this!
I just tried this with another model without checking this thread so I didn't realize a bug had been discovered, but the second model I made had a slightly longer walk animation. The same problem occurred, but only within the first three frames (the animation was five frames long, the last two worked fine) if that's at all helpful.
UPDATE2: We have found the bug. Your simple but pretty model was affected by 2 bugs at the same time. And this caused the weird behaviour. We are fixing the last bug and then we'll release a fixed patch!
Guys, the new version is out!
1.2.2 is a minor update that fixes 4 bugs:
- Texture can be loaded in Macs
- Fixed wrong rotations at the first frame
- Fixed wrong translations at the first frame
- Fixed lag after the very last frame
Thanks for your help in reporting hidden bugs!
I am getting an error when I try to import a .png file for the texture on one of my mobs that I am making. I created my model for my mob and the mob is very big so I did not want to texture it pixel by pixel (btw I think you should add a way to increase the "brush" size) so I exported the texture onto my desktop because I already did a lot of detailed stuff in the program and filled in a large area with red using paint.net. When I tried importing the file (it is still in the 1024x1024 size) a window popped up saying "Uncaught exception thrown in Thread[AWT-EventQueue-0,6,main] NullPointerException" after I click ok on that window the program freezes and I have to exit it from my task manager.
If anyone could help it would be much appreciated. Other than this error I love this program really helps with the animating.