It would be cool if you guys could make it so that you could re scale your model(like you would re scale a texture map) I know it's impossible but it would still be cool.
You can rescale the model directly inside your mod. Go in the render class and to a simple Opengl scale before rendering the model
Hit a big wall with the Custom NPCs mod when the default provided models (human, villager, skeleton, dragon, enderman, horse, wolf, spider, cat creature, etcetera) weren't enough to make the creature I wanted, and all I knew how to make were static models for items and such. Not great for mobs. Hope this helps out.
Edit: Put together a simple test animation. Yeah, it's not a preview. The play/stop button doesn't do a thing. It's just manually flipping through the frames either way. I get a better animation preview out of GIMP.
Hit a big wall with the Custom NPCs mod when the default provided models (human, villager, skeleton, dragon, enderman, horse, wolf, spider, cat creature, etcetera) weren't enough to make the creature I wanted, and all I knew how to make were static models for items and such. Not great for mobs. Hope this helps out.
Edit: Put together a simple test animation. Yeah, it's not a preview. The play/stop button doesn't do a thing. It's just manually flipping through the frames either way. I get a better animation preview out of GIMP.
If play/stop buttons don't work, you have probably set something wrong, like the speed of the animation or the number of frames
Hahaha cardinal mistake by me, of course MCAnimator xD
For it's the only bug/thing that annoy me very well.
We are going to change the GUI actually, but not in the upcoming versions. Could you explain us what is the problem? You obviously have to select the input box where to put the values
cant wait for 1.8 support, i have an adventure map/modpack i'm working on and this is a godsend for all the mobs/bosses i need to make for it, bravo to you for making it simpler for a simple man like myself to accomplish.
cant wait for 1.8 support, i have an adventure map/modpack i'm working on and this is a godsend for all the mobs/bosses i need to make for it, bravo to you for making it simpler for a simple man like myself to accomplish.
Thanks for your support! 1.8 version will also have items/blocks support but it won't create JSON files. We will work on making static JSON models soon
I have a small issue with the program, when I use W A S or D to move around and then proceed to hold a second (or more) keys, the initial W A S or D key becomes stuck until I restart the program. I'm not sure why this is the case, but it happens to both my friend and I.
I have a small issue with the program, when I use W A S or D to move around and then proceed to hold a second (or more) keys, the initial W A S or D key becomes stuck until I restart the program. I'm not sure why this is the case, but it happens to both my friend and I.
Try double tapping the key that is stuck. Should work.
I'm getting some issues when trying to load the exported java code into Forge. I'm using Forge 1.8, and when I try to put in the exported code in my mod as described in the tutorials, I hit the following issues:
-In MCAModelRenderer, the following code doesn't function because the ModelBox class expects a first argument of "WorldRenderer", not "Tessellator":
These bugs are caused because of the 1.8 update, and MCAnimator is not currently updated to 1.8. These few problems are easy to fix however. You can use Minecraft.getMinecraft().getRenderManager() to get the render manager object to pass into "super(modelTestFish, 1F);"
To get the world renderer object, do ((ModelBox) this.cubeList.get(i)).render(tessellator.getWorldRenderer(), par1); (The important part being the tessellator.getWorldRenderer()) This also works for this.MCAquadList.draw(par1Tessellator.getWorldRenderer(), textureX);[/i]
This fixed all of the errors for me! Hope it helps.
How would you activate the look at animation or an attack animation?
I'm a bit confused sorry
Somewhere in your code (does not have to be inside of the entity<EntityName> class) call
if (!animHandler.isAnimationActive("<AnimationName>")) // If the animation is not yet playing
{
animHandler.activateAnimation("<AnimationName>", 0); // Begin playing the animation, beginning at frame 0 in this case
}
Or use IMCAnimatedEntity.getAnimationHandler() if you are not playing the animation from withing the entity class
You can rescale the model directly inside your mod. Go in the render class and to a simple Opengl scale before rendering the model
bug fixed, will be available in the upcoming 1.2.3
Hit a big wall with the Custom NPCs mod when the default provided models (human, villager, skeleton, dragon, enderman, horse, wolf, spider, cat creature, etcetera) weren't enough to make the creature I wanted, and all I knew how to make were static models for items and such. Not great for mobs. Hope this helps out.
Edit: Put together a simple test animation. Yeah, it's not a preview. The play/stop button doesn't do a thing. It's just manually flipping through the frames either way. I get a better animation preview out of GIMP.
If play/stop buttons don't work, you have probably set something wrong, like the speed of the animation or the number of frames
Are you referring to the MCAnimator or to the MCreator? We are working on the first one only
We are going to change the GUI actually, but not in the upcoming versions. Could you explain us what is the problem? You obviously have to select the input box where to put the values
cant wait for 1.8 support, i have an adventure map/modpack i'm working on and this is a godsend for all the mobs/bosses i need to make for it, bravo to you for making it simpler for a simple man like myself to accomplish.
Game on, Dudes and Dudettes!
It has 30 frames. What speed is needed to make that work?
Thanks for your support! 1.8 version will also have items/blocks support but it won't create JSON files. We will work on making static JSON models soon
1 means 1 frame per second. So try with 1 to see if the animation is working correcty, then increase it as you prefer
I have a small issue with the program, when I use W A S or D to move around and then proceed to hold a second (or more) keys, the initial W A S or D key becomes stuck until I restart the program. I'm not sure why this is the case, but it happens to both my friend and I.
Try double tapping the key that is stuck. Should work.
I'm getting some issues when trying to load the exported java code into Forge. I'm using Forge 1.8, and when I try to put in the exported code in my mod as described in the tutorials, I hit the following issues:
-In MCAModelRenderer, the following code doesn't function because the ModelBox class expects a first argument of "WorldRenderer", not "Tessellator":
-In MCAModelBox, the following code doesn't function, again because it expects an argument of "WorldRenderer":
-In RenderTestMob, the following code doesn't function, because it needs an argument of "RenderManager":
Are these bugs, or has MCAnimator just not been updated for 1.8 yet? Or am I being a n00b and missing something that should be obvious?
These bugs are caused because of the 1.8 update, and MCAnimator is not currently updated to 1.8. These few problems are easy to fix however. You can use Minecraft.getMinecraft().getRenderManager() to get the render manager object to pass into "super(modelTestFish, 1F);"
To get the world renderer object, do ((ModelBox) this.cubeList.get(i)).render(tessellator.getWorldRenderer(), par1); (The important part being the tessellator.getWorldRenderer()) This also works for this.MCAquadList.draw(par1Tessellator.getWorldRenderer(), textureX);[/i]
This fixed all of the errors for me! Hope it helps.
Thanks! That helped a lot.
Crashes as soon as I try to open it. I have a Mac using the Mac version ofc. I dunno what's wrong. Any advice for a friendly modeler?
This Is Amazimg
How would you activate the look at animation or an attack animation?
I'm a bit confused sorry
Somewhere in your code (does not have to be inside of the entity<EntityName> class) call
if (!animHandler.isAnimationActive("<AnimationName>")) // If the animation is not yet playing
{
animHandler.activateAnimation("<AnimationName>", 0); // Begin playing the animation, beginning at frame 0 in this case
}
Or use IMCAnimatedEntity.getAnimationHandler() if you are not playing the animation from withing the entity class
Thanks but I know about that I was confused on where I should put it.