It should be there, I'm pretty sure it works. Anyway I suggest you to wait for the 1.2. We have improved a lot the exported code and we are writing tutorials for it
Yeah, the button just takes a while to load sometimes. Anyways, can you make an option for an item, instead of an entity. I want to make a model for some of my mod's items and it's driving me crazy!
Yeah, the button just takes a while to load sometimes. Anyways, can you make an option for an item, instead of an entity. I want to make a model for some of my mod's items and it's driving me crazy!
Yes, we'll also provide an option for blocks. They are both planned things
The MCAnimator 1.2 is almost ready! We have added tons of stuff and we have just started the debugging session. Let's also introduce our new team-mate Fir3Will: he has already done many of the new features and helped in many aspects of this new update. We're sure you will love it, take a look on what we have done:
Version 1.2:
- FIX: animationsUpdate was called only on client-side. Now it is called from both
- FIX: disable current box values during animation preview
- Automatic interpolation in non-key frames
- When a not-key frame is selected, it interpolates the values between previous and next keyframe
- Animations: When keyframe is created, it's initial values are the interpolation between the previous and the next keyframe
- FIX: some keyframes shared the same rotation vectors
- FIX: paste keyframe (CTRL+V) must update model
- FIX: create new keyframe must update model
- PopupMenu: Create "Reset" option to reset frame to default model values
- PopupMenu: Create "Reset" option to reset frame to default interpolated values
- CRASH FIX: when you type in a textfield a number+something else (NumberFormatException)
- FIX: weird bug in some project where position values (x/y/z) of some boxes caused complete mess.
- FIX: when a JDialog is closed, JME scene looses focus. It must have it [ex. when you open a project]
- Animations: idle animations which staggered keyframes cannot restart smoothly. Just create a previous animation!
- FIX: graduated bar in animations doesn't move correctly with the scrollbar
- Autosave: saves whenever you do something!
- Animations: created a progress bar to show where the animation is during the preview.
- Texture editor: eraser tool
- Texture editor: color picker tool
- Model editor: you can copy and paste boxes (also with children) right-clicking on them!
- MCALibraries: added isWorldRemote() in AnimationHandler
- MCALibraries: added AnimTickHandler
- MCALibraries: moved animationsUpdate() call from Render to AnimTickHandler (server performs animations too now)
- MCALibraries: added automatic AnimTickHandler initialization in AnimationHandler constructor
- MCALibraries: added accurate firing of events for animations in both client and server sides
- FIX: exported AnimationHandler has wrong package name declaration ("Acklay" instead of the project name)
- FIX: exported Model has wrong import ".entities.mobs.EntityAcklay" ("Acklay" instead of the project name)
- MCALibraries: Provided API for creating custom animations (lookAt, walking, etc.)
- MCALibraries: clean and improved all the code
- Minor fixes
The MCAnimator 1.2 is almost ready! We have added tons of stuff and we have just started the debugging session. Let's also introduce our new team-mate Fir3Will: he has already done many of the new features and helped in many aspects of this new update. We're sure you will love it, take a look on what we have done:
Version 1.2:
- FIX: animationsUpdate was called only on client-side. Now it is called from both
- FIX: disable current box values during animation preview
- Automatic interpolation in non-key frames
- When a not-key frame is selected, it interpolates the values between previous and next keyframe
- Animations: When keyframe is created, it's initial values are the interpolation between the previous and the next keyframe
- FIX: some keyframes shared the same rotation vectors
- FIX: paste keyframe (CTRL+V) must update model
- FIX: create new keyframe must update model
- PopupMenu: Create "Reset" option to reset frame to default model values
- PopupMenu: Create "Reset" option to reset frame to default interpolated values
- CRASH FIX: when you type in a textfield a number+something else (NumberFormatException)
- FIX: weird bug in some project where position values (x/y/z) of some boxes caused complete mess.
- FIX: when a JDialog is closed, JME scene looses focus. It must have it [ex. when you open a project]
- Animations: idle animations which staggered keyframes cannot restart smoothly. Just create a previous animation!
- FIX: graduated bar in animations doesn't move correctly with the scrollbar
- Autosave: saves whenever you do something!
- Animations: created a progress bar to show where the animation is during the preview.
- Texture editor: eraser tool
- Texture editor: color picker tool
- Model editor: you can copy and paste boxes (also with children) right-clicking on them!
- MCALibraries: added isWorldRemote() in AnimationHandler
- MCALibraries: added AnimTickHandler
- MCALibraries: moved animationsUpdate() call from Render to AnimTickHandler (server performs animations too now)
- MCALibraries: added automatic AnimTickHandler initialization in AnimationHandler constructor
- MCALibraries: added accurate firing of events for animations in both client and server sides
- FIX: exported AnimationHandler has wrong package name declaration ("Acklay" instead of the project name)
- FIX: exported Model has wrong import ".entities.mobs.EntityAcklay" ("Acklay" instead of the project name)
- MCALibraries: Provided API for creating custom animations (lookAt, walking, etc.)
- MCALibraries: clean and improved all the code
- Minor fixes
So will this update allow me to export models as Items?
Not officialy. We will provide the official export in 1.3. BUT you can already export to items with some edits to the code. We will eventualy publish a tutorial on how to do that. Some guys on planetminecraft already did it successfuly
since we are already at feature suggestions: .obj import
blender has a far more powerful (on the other hand complicated to use, but that is to be expected) uv texture layout editor
and it would be great to export them to minecraft json entities
Already planned Just give us the necessary amount of time and you'll be able to import models from Blender into the MCAnimator. We are still not sure which things need to be done in Blender to guarantee a correct import, but we'll figure out in the next days. Glad to know many features are being requested, we love seeing people paying attention to the correct development of the program
No more than 24 hours and the new 1.2 version will be released!
We are sure you will love this new version with its new features and fixes.
An official tutorial on how to implement the exported files into your mod will be provided before the end of the week and we are already working on an example mod to show you how to use the API.
No more than 24 hours and the new 1.2 version will be released!
We are sure you will love this new version with its new features and fixes.
An official tutorial on how to implement the exported files into your mod will be provided before the end of the week and we are already working on an example mod to show you how to use the API.
Have fun with the many improvements and some interesting new features, like: copy-paste boxes (with their children), get interpolated values between keyframes, 2 new tools for the Texture Tab, a completely improved Library that will allow perfect animations into your mod.
While you play with the new version, give a warm welcome to Fir3will, the new coder who has worked hard to realized many of the features!
As we have already said, we'll provide some new tutorials before the end of the week!
Ps. If you like our work and want to support its developement, do it on Patreon: https://www.patreon.com/DDS
Have fun with the many improvements and some interesting new features, like: copy-paste boxes (with their children), get interpolated values between keyframes, 2 new tools for the Texture Tab, a completely improved Library that will allow perfect animations into your mod.
While you play with the new version, give a warm welcome to Fir3will, the new coder who has worked hard to realized many of the features!
As we have already said, we'll provide some new tutorials before the end of the week!
Ps. If you like our work and want to support its developement, do it on Patreon: https://www.patreon.com/DDS
Have fun with the many improvements and some interesting new features, like: copy-paste boxes (with their children), get interpolated values between keyframes, 2 new tools for the Texture Tab, a completely improved Library that will allow perfect animations into your mod.
While you play with the new version, give a warm welcome to Fir3will, the new coder who has worked hard to realized many of the features!
As we have already said, we'll provide some new tutorials before the end of the week!
Ps. If you like our work and want to support its developement, do it on Patreon: https://www.patreon.com/DDS
Hello everyone! As a developer of this amazing program, It's just great hearing all these great things from all of you! I want to thank you all and also AXELTOPOLINO for being such a great person to work with! It's just great when you create something that's so helpful and makes everyone so proud! You guys are the best!
Hello everyone! As a developer of this amazing program, It's just great hearing all these great things from all of you! I want to thank you all and also AXELTOPOLINO for being such a great person to work with! It's just great when you create something that's so helpful and makes everyone so proud! You guys are the best!
Never found so easy working with other people on a project
By the way, this reminds me that we should do a banner for the MCAnimator. Many supporters would add it in their sign
Yeah, the button just takes a while to load sometimes. Anyways, can you make an option for an item, instead of an entity. I want to make a model for some of my mod's items and it's driving me crazy!
Yes, we'll also provide an option for blocks. They are both planned things
Version 1.2:
- FIX: animationsUpdate was called only on client-side. Now it is called from both
- FIX: disable current box values during animation preview
- Automatic interpolation in non-key frames
- When a not-key frame is selected, it interpolates the values between previous and next keyframe
- Animations: When keyframe is created, it's initial values are the interpolation between the previous and the next keyframe
- FIX: some keyframes shared the same rotation vectors
- FIX: paste keyframe (CTRL+V) must update model
- FIX: create new keyframe must update model
- PopupMenu: Create "Reset" option to reset frame to default model values
- PopupMenu: Create "Reset" option to reset frame to default interpolated values
- CRASH FIX: when you type in a textfield a number+something else (NumberFormatException)
- FIX: weird bug in some project where position values (x/y/z) of some boxes caused complete mess.
- FIX: when a JDialog is closed, JME scene looses focus. It must have it [ex. when you open a project]
- Animations: idle animations which staggered keyframes cannot restart smoothly. Just create a previous animation!
- FIX: graduated bar in animations doesn't move correctly with the scrollbar
- Autosave: saves whenever you do something!
- Animations: created a progress bar to show where the animation is during the preview.
- Texture editor: eraser tool
- Texture editor: color picker tool
- Model editor: you can copy and paste boxes (also with children) right-clicking on them!
- MCALibraries: added isWorldRemote() in AnimationHandler
- MCALibraries: added AnimTickHandler
- MCALibraries: moved animationsUpdate() call from Render to AnimTickHandler (server performs animations too now)
- MCALibraries: added automatic AnimTickHandler initialization in AnimationHandler constructor
- MCALibraries: added accurate firing of events for animations in both client and server sides
- FIX: exported AnimationHandler has wrong package name declaration ("Acklay" instead of the project name)
- FIX: exported Model has wrong import ".entities.mobs.EntityAcklay" ("Acklay" instead of the project name)
- MCALibraries: Provided API for creating custom animations (lookAt, walking, etc.)
- MCALibraries: clean and improved all the code
- Minor fixes
Sweet! Can't wait for this to be released!!!
So do I
Not officialy. We will provide the official export in 1.3. BUT you can already export to items with some edits to the code. We will eventualy publish a tutorial on how to do that. Some guys on planetminecraft already did it successfuly
Already planned Just give us the necessary amount of time and you'll be able to import models from Blender into the MCAnimator. We are still not sure which things need to be done in Blender to guarantee a correct import, but we'll figure out in the next days. Glad to know many features are being requested, we love seeing people paying attention to the correct development of the program
We are sure you will love this new version with its new features and fixes.
An official tutorial on how to implement the exported files into your mod will be provided before the end of the week and we are already working on an example mod to show you how to use the API.
Awesome! Can't wait!
Sp do I.
Have fun with the many improvements and some interesting new features, like: copy-paste boxes (with their children), get interpolated values between keyframes, 2 new tools for the Texture Tab, a completely improved Library that will allow perfect animations into your mod.
While you play with the new version, give a warm welcome to Fir3will, the new coder who has worked hard to realized many of the features!
As we have already said, we'll provide some new tutorials before the end of the week!
Ps. If you like our work and want to support its developement, do it on Patreon: https://www.patreon.com/DDS
Yay!
Arrow keys.
Oh ok.
Hello!
Never found so easy working with other people on a project
By the way, this reminds me that we should do a banner for the MCAnimator. Many supporters would add it in their sign
You're welcome