Before asking for blender related help with anything, make sure you look through the first handful of pages in this thread. A lot of things are asked and answered (I tried make troubleshooting easier by using screenshots with annotations to help clarify any questions that were asked). If you've combed through the first several pages of the thread and still cannot figure something out, you might want to try googling your blender question as well. There is an unbelievable amount of tutorials, step by step guides, etc related to blender 2.5 and all of it is very easy to find.
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UPDATE: I'm changing things up in this thread. I dont have any time to personally work on updating the blends that I've made. However, I know that a lot of you guys are still itching for more. And it seems that a decent amount of people on here know their way around blender enough to make their own additions, and even their own blends from scratch.
So lets use this topic as a place to swap and share blendfiles relating to minecraft. And as a place to help eachother with animation, modelling or any blender + minecraft related projects.
If anyone posts something they would like included in the OP, then let me know and I will try to add links here and there. If you haven't got any dropbox space, or just need somewhere to host your blend, let me know. I'm more than happy to share my dropbox space.
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For anyone interested, here is where I left off on updating to 1.8 (not much going on here, the main thing that I got worked out was the scale. Everything in this blend is the proper scale for the world of minecraft.) Anyone interested is in picking up where I left off is more than welcome to do so, you don't even need to credit me to work off any of my blends. All I ask is that you let me know, so that I can stop trying to find time to actually finish my blend.
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All the critters and humanoids have been rigged and textured for Blender 2.58+
I recommend downloading the blend and using Link/Append in a new blender file to grab the rigs. Of course, you can just use the file itself, I just always found it handier to append a file that was already set up the way I like it.
A blank blend with just a pair of rigs can be had from here. One of the rigs is set up with normal mapping (it really gives a nicer look to the models) while the other is flat.
Update 8/03/11
Just a really quick update, I haven't had a chance to really work on adding a nice face details mesh. Unfortunately I've been insanely busy with work lately. Having said that, I went ahead and threw together a really simple blend with a face details mesh. Bare in mind, this is the product of about five minutes of blending. I'm only sharing this for those that are really desperate to get their hands on a face details mesh, as I don't know when I will have a chance to update the main blend.
This blend isn't guaranteed to be perfect. The face details mesh is uv mapped to the proper section of the char.png, though in this file I was using a details png from the skinedit app. You can just switch the image in the textures panel to your character png to use your own details. Also take note that if you aren't using face details then dont bother with this blend, the transparency options arent tweaked properly at this point, so it doesn't look quite right with a skin that has no head details.
Also someone mentioned getting a piston in the blend. For now I've got a piston in its own blend. Remember to use LINK/APPEND to get this into the blend you are already using. The piston works by either using the control sphere to extend it, or by using the NLA clip I've setup already. If you are going to move it around, Just make sure you shift select the top and bottom sections before dragging. You can leave the control sphere where it stands, it will function from anywhere.
The NLA editor is probably something new to alot of you, its basically a saved animation clip that can be scaled, copied, moved, etc. Some info on it is here. When you open this blend, you will see it is already in the animation display with the NLA editor on the left.
Once again this is just the result of five minutes of free time, bugs may be running rampant, I don't know :smile.gif: For now its better than nothing, and of course when work starts slowing down again I will work on compiling all these sub-blends into one monster of a blend!
Another quick update, Stairs, slabs and fences *added pressure plates 9/10/11* (with an array generating fence, use the modifiers tab to grow or shrink the array fence):
For those of you interested in exporting chunks of minecraft worlds into blender, and importing blender models into a minecraft world here is what I use:
Arrow and Bow by CptnFordo rcub3161 has been working on adding new blocks, at this point he has combined all of my subblends and added the following:
Note Block
Juke Box
Huge Brown Mushroom (Top)
Huge Brown Mushroom (Edges)
Huge Brown Mushroom (Sides)
Huge Red Mushroom (Top)
Huge Red Mushroom (Edges)
Huge Red Mushroom (Sides)
Huge Mushroom Stem
Snowy Grass
Melon
Mycelium
Brick Half Block
Cobble Stone Half Block
Stone Brick Half Block
You can get his file here:Blend
I am the noobiest noob in noobville when it comes to blender. I want to add my skin to the blank minecraft rig and then move it into a particular position and then take a SINGLE photo of it so I can just use paint.net to cut out the character and use it in my forum signiture. No youtube tutourial can help me. Could you lead me through it step by step or even better, if i send you my skin, you do it for me and move it into this position? Please help me. Thanks.
I am the noobiest noob in noobville when it comes to blender. I want to add my skin to the blank minecraft rig and then move it into a particular position and then take a SINGLE photo of it so I can just use paint.net to cut out the character and use it in my forum signiture. No youtube tutourial can help me. Could you lead me through it step by step or even better, if i send you my skin, you do it for me and move it into this position? Please help me. Thanks.
You will just need to set up your render options to png, with an alpha channel (RGBA) and press F12 to render a single frame. This will give you an image with a transparent background that you can drop atop anything in paint.net. Of course you still need to pose it and move the camera into position. If you want to pm me with a description of the pose you want I'd be more than happy to do it for you.
Thanks alot. Im a blender noob so i want to ask how did you get the blocks to "snap" to other blocks?
I personally like the flat one better but that's just me.
You probably don't have too much time to make a pose library but if you can that would be so awesome.
I am very new to Blender, and I am having an extremely hard time just figuring out where these freaking options are in the program.
If I get a "That's in the 'such and such' tab with no information on how to get to that tab you may as well have told me to look for a needle in a haystack, so please, for the love of God, don't do that. I need specifics on how to get to those options, not just their names.
Sorry if that sounded rude, but my brain is about to explode.
Why, in the two models only version, can I not see the "mask" or "head accessories" in the render?
What options must I trudge through to allow a bandana or mask to show?
After trying three different rigs, this is the closest I've been to actually getting a face and back view of my models. Please don't tell me I have to look for a fourth.
Again, sorry if I come off as rude, but I'm very close to going postal on my computer.
Thanks alot. Im a blender noob so i want to ask how did you get the blocks to "snap" to other blocks?
I personally like the flat one better but that's just me.
You probably don't have too much time to make a pose library but if you can that would be so awesome.
I might add in some animation presets, game based actions (mining, chopping, etc) but I hadn't considered doing a pose library, I will add that to my list.
I am very new to Blender, and I am having an extremely hard time just figuring out where these freaking options are in the program.
If I get a "That's in the 'such and such' tab with no information on how to get to that tab you may as well have told me to look for a needle in a haystack, so please, for the love of God, don't do that. I need specifics on how to get to those options, not just their names.
Sorry if that sounded rude, but my brain is about to explode.
Why, in the two models only version, can I not see the "mask" or "head accessories" in the render?
What options must I trudge through to allow a bandana or mask to show?
After trying three different rigs, this is the closest I've been to actually getting a face and back view of my models. Please don't tell me I have to look for a fourth.
Again, sorry if I come off as rude, but I'm very close to going postal on my computer.
Thanks :wink.gif:
No worries, as someone who uses blender every day at work I know how much of a stress factory it can be at times. I didn't included a mesh for the head details, since they render out looking very much like paper thin sprites. I have every intention of adding them though. This is definitely next on my list. In fact I would have added it by now, I have just been terribly busy the past few weeks and haven't gotten any real "play time." I'll see if I can squeeze it together sometime in the next week or two, its really only a five minute job. The only issue is I wanted to set up a few different display/render options, which means playing around a bit to find the best looking output.
I'll try to get an update for you guys this week though.
I feel like such a idiot trying to get the old char rig from Link Removed in to your rig, just for the sharp corners, and spending hours trying to find out how i would do it, just to find out that i should have clicked on append instead of link.
/facepalm
Well, really enjoying using your rig, Maybe in a future update you could add a extra set of char rigs, your ones with the curved corners and another set with the sharp corners, And one other thing that would be nice would be to have pistions included, with some way that animated them. (i am no good with blender, so i have no idea how you would do that, or if it is super hard or super easy ;D )
Really liking the rig, nice and easy to use, keep up the good work.
Rollback Post to RevisionRollBack
"I don't suffer from insanity. I enjoy every second of it"
I feel like such a idiot trying to get the old char rig from Link Removed in to your rig, just for the sharp corners, and spending hours trying to find out how i would do it, just to find out that i should have clicked on append instead of link.
/facepalm
Well, really enjoying using your rig, Maybe in a future update you could add a extra set of char rigs, your ones with the curved corners and another set with the sharp corners, And one other thing that would be nice would be to have pistions included, with some way that animated them. (i am no good with blender, so i have no idea how you would do that, or if it is super hard or super easy ;D )
Really liking the rig, nice and easy to use, keep up the good work.
Thanks! I liked your pistons idea and updated the OP with a functioning piston blend!
mr skarb, I have to ask, how do you make new objects in blender since I changed the texture of my sword and added some new sprites, I want to be able to create some new objects for the blender rig and what if the texture pack is not 16x16? instead its 64x64 does it make a difference?
mr skarb, I have to ask, how do you make new objects in blender since I changed the texture of my sword and added some new sprites, I want to be able to create some new objects for the blender rig and what if the texture pack is not 16x16? instead its 64x64 does it make a difference?
The terrain.png you use can be any resolution, I've personally swapped out the 16X16 with my own handmade 256X256 file and no uv remapping was needed. That should also hold true with any image file you use.
As for adding a new object its pretty simple. You will probably want to use a fresh blend and when you are finished, you can link/append the new object into your minecraft blend.
I found this tutorial for you. It looks like it goes through the process of creating a new model based on an image, you would be using a single sprite image I'm guessing, but the concept remains the same. The tutorial is as easy as they come, so as long as you follow it closely you should be good to go!
could you put a blend file together with the face blend mesh, with sharp joints. I have been trying to do it all night but i just cant figure out how to do it. It's just one of my pet peeves is getting things looking right/realistic and it is just something about curved joints that really does not feel right and really bugs me. Also would you be able to make a tutorial on how we can make our own blocks with it's own texture.
I would love to see these as i am trying to work on a project, and having a blast using your rig i would just like to have the features too.
Thanks for reading, love the rig :smile.gif:
Rollback Post to RevisionRollBack
"I don't suffer from insanity. I enjoy every second of it"
could you put a blend file together with the face blend mesh, with sharp joints. I have been trying to do it all night but i just cant figure out how to do it. It's just one of my pet peeves is getting things looking right/realistic and it is just something about curved joints that really does not feel right and really bugs me. Also would you be able to make a tutorial on how we can make our own blocks with it's own texture.
I would love to see these as i am trying to work on a project, and having a blast using your rig i would just like to have the features too.
Thanks for reading, love the rig :smile.gif:
If you are talking about the gumby effect here is something that might help until I get a chance to work out an alternate rig:
for me this is realy messed up as there is stuff all over the screen there are no colors and the models are messed up i can't change this skin's either!. i downloaded the right one but why is it so messed up?
How can I add the helmet of char on the first rig? And could you or someone pls add Wolves and Creepers to the rig?
mfg Ebrithil
Use the file---link/append command to pull the mesh with the headgear out of its blend and into yours. I cant stress enough that this is the best route to take when using anything in a premade blend like this. Just start your own fresh blend and link/append it with the stuff from the mcrig file. This helps cut down on wasted space for things you dont end up using, and it also allows you to use your own blender ui configuration.
Very nice, one quiestion tho. How do you attach, for example, an axe, to the hand of the body?
You can either animate it by hand or use parenting to attach it to the hand bone as in this example:
when you first apply the modifier the tool/weapon will suddenly leap across the screen or just vanish. You need to click on the "set inverse" and/or "clear inverse" buttons until it lines up correctly.
This is only one way to do it there are loads of other ways that blender can use to make this happen, but this is the way I usually do it.
----
UPDATE: I'm changing things up in this thread. I dont have any time to personally work on updating the blends that I've made. However, I know that a lot of you guys are still itching for more. And it seems that a decent amount of people on here know their way around blender enough to make their own additions, and even their own blends from scratch.
So lets use this topic as a place to swap and share blendfiles relating to minecraft. And as a place to help eachother with animation, modelling or any blender + minecraft related projects.
If anyone posts something they would like included in the OP, then let me know and I will try to add links here and there. If you haven't got any dropbox space, or just need somewhere to host your blend, let me know. I'm more than happy to share my dropbox space.
-----
For anyone interested, here is where I left off on updating to 1.8 (not much going on here, the main thing that I got worked out was the scale. Everything in this blend is the proper scale for the world of minecraft.) Anyone interested is in picking up where I left off is more than welcome to do so, you don't even need to credit me to work off any of my blends. All I ask is that you let me know, so that I can stop trying to find time to actually finish my blend.
-----
All the critters and humanoids have been rigged and textured for Blender 2.58+
I recommend downloading the blend and using Link/Append in a new blender file to grab the rigs. Of course, you can just use the file itself, I just always found it handier to append a file that was already set up the way I like it.
The direct download link is here
A blank blend with just a pair of rigs can be had from here. One of the rigs is set up with normal mapping (it really gives a nicer look to the models) while the other is flat.
Update 8/03/11
Just a really quick update, I haven't had a chance to really work on adding a nice face details mesh. Unfortunately I've been insanely busy with work lately. Having said that, I went ahead and threw together a really simple blend with a face details mesh. Bare in mind, this is the product of about five minutes of blending. I'm only sharing this for those that are really desperate to get their hands on a face details mesh, as I don't know when I will have a chance to update the main blend.
This blend isn't guaranteed to be perfect. The face details mesh is uv mapped to the proper section of the char.png, though in this file I was using a details png from the skinedit app. You can just switch the image in the textures panel to your character png to use your own details. Also take note that if you aren't using face details then dont bother with this blend, the transparency options arent tweaked properly at this point, so it doesn't look quite right with a skin that has no head details.
HeadDetails blend Direct Download
Also someone mentioned getting a piston in the blend. For now I've got a piston in its own blend. Remember to use LINK/APPEND to get this into the blend you are already using. The piston works by either using the control sphere to extend it, or by using the NLA clip I've setup already. If you are going to move it around, Just make sure you shift select the top and bottom sections before dragging. You can leave the control sphere where it stands, it will function from anywhere.
The NLA editor is probably something new to alot of you, its basically a saved animation clip that can be scaled, copied, moved, etc. Some info on it is here. When you open this blend, you will see it is already in the animation display with the NLA editor on the left.
Once again this is just the result of five minutes of free time, bugs may be running rampant, I don't know :smile.gif: For now its better than nothing, and of course when work starts slowing down again I will work on compiling all these sub-blends into one monster of a blend!
Direct Download Piston Blend
Quick update, Creeper Rig:
Direct download creeper rig
Another quick update, Stairs, slabs and fences *added pressure plates 9/10/11* (with an array generating fence, use the modifiers tab to grow or shrink the array fence):
Direct Download Stairs, slabs and fences
For those of you interested in exporting chunks of minecraft worlds into blender, and importing blender models into a minecraft world here is what I use:
Export from MC
Import to MC (via mcedit schematic output)
These two helpful apps are not my creation whatsoever, but I had a heck of a time finding them initially, so I am linking them for anyone who is interested.
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Forum User Blends:
Arrow and Bow by CptnFordo
rcub3161 has been working on adding new blocks, at this point he has combined all of my subblends and added the following:
Note Block
Juke Box
Huge Brown Mushroom (Top)
Huge Brown Mushroom (Edges)
Huge Brown Mushroom (Sides)
Huge Red Mushroom (Top)
Huge Red Mushroom (Edges)
Huge Red Mushroom (Sides)
Huge Mushroom Stem
Snowy Grass
Melon
Mycelium
Brick Half Block
Cobble Stone Half Block
Stone Brick Half Block
You can get his file here:Blend
You'll usually find me in the General Off Topic section. Also quote when you reply so I can see!
Here is my skin:
http://www.mediafire.com/?4qaq2cgk5qjyc1n
Thanks Boelens! I really appreciate that!
You will just need to set up your render options to png, with an alpha channel (RGBA) and press F12 to render a single frame. This will give you an image with a transparent background that you can drop atop anything in paint.net. Of course you still need to pose it and move the camera into position. If you want to pm me with a description of the pose you want I'd be more than happy to do it for you.
Im a blender noob so i want to ask how did you get the blocks to "snap" to other blocks?I personally like the flat one better but that's just me.
You probably don't have too much time to make a pose library but if you can that would be so awesome.
If I get a "That's in the 'such and such' tab with no information on how to get to that tab you may as well have told me to look for a needle in a haystack, so please, for the love of God, don't do that. I need specifics on how to get to those options, not just their names.
Sorry if that sounded rude, but my brain is about to explode.
Why, in the two models only version, can I not see the "mask" or "head accessories" in the render?
What options must I trudge through to allow a bandana or mask to show?
After trying three different rigs, this is the closest I've been to actually getting a face and back view of my models. Please don't tell me I have to look for a fourth.
Again, sorry if I come off as rude, but I'm very close to going postal on my computer.
Thanks :wink.gif:
gargamel: http://www.gamefront.com/files/22576198/gargamel Converted.zip Glacier: PM Me
I might add in some animation presets, game based actions (mining, chopping, etc) but I hadn't considered doing a pose library, I will add that to my list.
No worries, as someone who uses blender every day at work I know how much of a stress factory it can be at times. I didn't included a mesh for the head details, since they render out looking very much like paper thin sprites. I have every intention of adding them though. This is definitely next on my list. In fact I would have added it by now, I have just been terribly busy the past few weeks and haven't gotten any real "play time." I'll see if I can squeeze it together sometime in the next week or two, its really only a five minute job. The only issue is I wanted to set up a few different display/render options, which means playing around a bit to find the best looking output.
I'll try to get an update for you guys this week though.
/facepalm
Well, really enjoying using your rig, Maybe in a future update you could add a extra set of char rigs, your ones with the curved corners and another set with the sharp corners, And one other thing that would be nice would be to have pistions included, with some way that animated them. (i am no good with blender, so i have no idea how you would do that, or if it is super hard or super easy ;D )
Really liking the rig, nice and easy to use, keep up the good work.
Thanks! I liked your pistons idea and updated the OP with a functioning piston blend!
The terrain.png you use can be any resolution, I've personally swapped out the 16X16 with my own handmade 256X256 file and no uv remapping was needed. That should also hold true with any image file you use.
As for adding a new object its pretty simple. You will probably want to use a fresh blend and when you are finished, you can link/append the new object into your minecraft blend.
I found this tutorial for you. It looks like it goes through the process of creating a new model based on an image, you would be using a single sprite image I'm guessing, but the concept remains the same. The tutorial is as easy as they come, so as long as you follow it closely you should be good to go!
I would love to see these as i am trying to work on a project, and having a blast using your rig i would just like to have the features too.
Thanks for reading, love the rig :smile.gif:
I Love it! :biggrin.gif:
I made this funny Image :biggrin.gif:
mfg Ebrithil
If you are talking about the gumby effect here is something that might help until I get a chance to work out an alternate rig:
Need a screenshot, not sure what you mean
Use the file---link/append command to pull the mesh with the headgear out of its blend and into yours. I cant stress enough that this is the best route to take when using anything in a premade blend like this. Just start your own fresh blend and link/append it with the stuff from the mcrig file. This helps cut down on wasted space for things you dont end up using, and it also allows you to use your own blender ui configuration.
You can either animate it by hand or use parenting to attach it to the hand bone as in this example:
when you first apply the modifier the tool/weapon will suddenly leap across the screen or just vanish. You need to click on the "set inverse" and/or "clear inverse" buttons until it lines up correctly.
This is only one way to do it there are loads of other ways that blender can use to make this happen, but this is the way I usually do it.
the skins are already switchable, you can load up the skeleton/pigman/etc texture in place of the normal texture on any human rig.
As for the creeper, try this one (its just a creeper)
Just go to the textures tab and uncheck the normal box.
glad to see people getting some use out of this! nice renders guys!
This is great!!