Last updated Saturday, September 4, 2010
Changelog:
•Fixed specularity problem with transparent regions on hats (caused weird shadows where they shouldn't be)
•Added joints (elbows, knees, and body bending)
•Fixed ugly edges when body bends
•Added lots of blocks to make scenes with...
•Improved glass and leaf blocks
•Added tree blocks
•Got rid of some annoying constraints
•Added clouds
•Changed lighting
•Added creeper (on layer five, hidden by default)
•Fixed creeper texture
•Added chests, furnaces, crafting blocks, ore, and torches
_________
With this handy tool, you can create fancy renders and animations of your minecraft characters. For example:
You don't need much knowledge of blender to use this, and I've set it up so that there should be minimal effort for the user to pose his character and apply skins to it. The body parts are precision modeled and mapped to exactly their dimensions in pixels on the corresponding texture regions. I was very much helped in doing so by Swedman's Skin Helper, so credits go to him for that and also the fact that this blender file comes bundled with his helper image. I find it to be a very concise and simple visual aid, so I hope he has no objection to me re-distributing it.
Now, it also comes with lots of blocks for making scenes; they are located on layer four.
Here's an example of skins look rendered (this one's mine):
In-program:
You can see your texture in the 3d viewport as well as in the render.
The body mesh is attached to an armature, allowing you to pose the character however you wish:
To pose the character, simply grab the bones you wish to manipulate with the right mouse button. This can be done with the camera and lamp(s) as well. To take a pretty picture of your character once you've set him up, just press the huge "render" button in the buttons panel. If you have any problems, google for solutions before consulting me. If you have no knowledge of Blender at all, I suggest looking for some beginner tutorials, but maybe just the ones that cover bones and textures.
For you advanced Blender users out there, this could be used to bake procedurally calculated maps into textures, such as ambient occlusion (pretty shading) or any of the procedural textures blender comes with. Therefore, this can be used to create skins as well as display them.
Here's an ambient occlusion texture I'm giving away for free; you can make a "multiply" layer in your image editor and put this in it to have an overlying geometry-based shading on your skin.
<-- there it is. And below is how it looks on a character (by itself):
Not only that, but you can use Blender's texture paint mode to paint directly onto the 3d Model.
Enjoy!
PS: If your viewport textures look really blurry (it won't affect the render, so it's not that serious), uncheck the "Mipmapping" button in the user preferences window (Drag the top bar down to view the extra settings, then click on the "System&OpenGL" tab): http://i614.photobuc... ... ipmaps.png
EDIT: Here is the obj file of a UV mapped minecraft character for import into other 3D programs.
once I have downloaded it, how do I run it? it just shows up on my desktop as a blank page and idk how to make it work
Kasper that's the whole point, you download it and do cool things with it in blender. For example I'm making a test animation to learn the ropes for animating by keyframe (I've done step by step in 2D before with this stick figure program.). It'll have my character team up with a nameless paladin to defeat an evil knight. Should be simple enough.
Also big problem being that all the textures are set by UV. This normally isn't a problem but it seems like we can't turn mip-mapping/interpolation off since it's not being handled under the textures tab. Thus blurry graphics. =/ If anyone knows a work around or if I'm just missing something let me know.
This is great and all but I have a problem,
The headwear layer isn't rendering transparent pixels on a skin other than the reference, it either renders black or white.
I'm a complete noob at Blender, any advice?
Dorlindigger it IS normal Blender, just the tedious part of setting up the rig and some copyable blocks has been done for us. mind you the selection of blocks is outdated by now of course and doing the whole copying blocks things is really not render friendly, would be better to map an area and then texture it with a repeating texture which should be possible with the current rig.
Also still no reply on that mip-map problem everyone? <.=.<
Dorlindigger it IS normal Blender, just the tedious part of setting up the rig and some copyable blocks has been done for us. mind you the selection of blocks is outdated by now of course and doing the whole copying blocks things is really not render friendly, would be better to map an area and then texture it with a repeating texture which should be possible with the current rig.
Also still no reply on that mip-map problem everyone? <.=.<
help. in the pics there are blocks and the download is just one single model. i have seen it where there are tons of models and files in a folder
Motion blur is not on, and when I try to scale the images up, it is still very blurry. here is what it looks like when I render: Help!
If you use your own skin and you scale up the skin to 2000x1000 it will look better. As for the blocks, delete them. You should export all your scenes with something like jmc2obj. That way everything will be scaled up for you and easy to use, also you can build your scenes in Minecraft.
Scaling up the images is a solution, but it's a pretty lousy one. The problem in this file lies with how the texture is applied. Kireblue, I ask of you to try again with the following file: http://www.mediafire...Body_bend.blend If you want to swap out the character's texture for another, then in the center panel (the panel with the texture displaying) you must click "Image > Replace Image" at the bottom of the panel and select whatever texture you want to use.
Lousy? I think you mean correctly. Scaling up textures is how its done. Now I am just a college kid on his second year in a animation program at a decent university but that is how my professors teach us, we have to have the highest resolution for images in order to receive the best looking result. If the problem is with how the textures are applied how about you tell us what the creator did wrong so we can fix it instead of using a different rig?
Rollback Post to RevisionRollBack
If you find my post helpful try clicking the +
Check out my Minecraft Blender Rig Tutorial series here
The link I posted links to the exact same rig the original poster linked to, I simply altered the materials a little bit. The original poster only applied the texture through the UV Image Editor and let it render through there. This always, always, causes quality drops of the picture because you are forced to use whatever blending methods Blender thinks are right, and surprise, surprise, they're not.
You won't notice this with high resolution pictures indeed, because there's a lot more pixels and so you won't notice when they blend together. But when you have a Minecraft texture of a resolution of nothingXnothing, you will see that your render comes out blurry because of the way Blender blends the pixels together.
Now to solve this it is simple. Instead of leaving it with the UV Texture Image Editor, all you have to do is go to the Texture tab for Steve's material and add the exact same texture from the UV Image Editor. In here you can set whatever interpolation and blend mode you want, so you can make even a 3x3 image on a 1920 x 1080 plane look completely sharp.
I called the scaling method lousy, because scaling up the images is completely unnecessary. It's an extra step that shouldn't be taken if you take the time to figure out what is actually causing the problem. And if people just want to go take a fun picture of their Minecraft character, it's easier for them if they can just slap their skin on and go have fun. Why make them figure out that they have to scale up their images first? Why even waste the minor hard drive space with bigger images? It's an easier method for people who don't know what Blender is and it's also a method that should be used above scaling up the images.
Scaling up the textures should be the way to go, almost anyone who post on this page is going to be completely new so why make them look through settings when you can just scale. I don't trust new people to start clicking things because then they break and it is harder to help them. People are stupid.
On a side note, why not waste minor hard drive space? You can scale up all the textures at once if you have the correct software so it doesn't take any time at all and most people have tons of free space. I have 1.5TB's of hard drive space and I always scale my textures up, I am not worried about a few megabytes being wasted.
If people do just want to make a fun Minecraft picture they should export their worlds. Building everything block by block is a pain so making something in MC Edit or creative mode is going to be a lot faster. Exporting scales the photos to be 256x256 so nothing is blurry and the only thing you would have to scale is the players skin. Scale > having noobs mess with settings in menus.
Blurred you say? I know how to fix that. When in blender if it looks blurry, go to file - User Preferences - System - and If Mipmaps is checked, uncheck it.
Now that I've helped you, maybe you can help me. I need to find a SkyDoesMinecraft Rig. if you can help me with this, i'll love you forever no homo.
i have no idea how u guys got all the different background and changed ur skins and posed yourselves like that lol
im such a noob.
only my hat appears D: the rest of the skin is fine, i even followed your tutorial here:
Yes it is Nice
Also big problem being that all the textures are set by UV. This normally isn't a problem but it seems like we can't turn mip-mapping/interpolation off since it's not being handled under the textures tab. Thus blurry graphics. =/ If anyone knows a work around or if I'm just missing something let me know.
The headwear layer isn't rendering transparent pixels on a skin other than the reference, it either renders black or white.
I'm a complete noob at Blender, any advice?
No longer active.
Could you please NOT quote the whole post? It's annoying.
No longer active.
Also still no reply on that mip-map problem everyone? <.=.<
help. in the pics there are blocks and the download is just one single model. i have seen it where there are tons of models and files in a folder
Scale all the images up or maybe motion blur is turned on, should check for that.
Motion blur is not on, and when I try to scale the images up, it is still very blurry.here is what it looks like when I render:
Help!
If you use your own skin and you scale up the skin to 2000x1000 it will look better. As for the blocks, delete them. You should export all your scenes with something like jmc2obj. That way everything will be scaled up for you and easy to use, also you can build your scenes in Minecraft.
Here is a link to my tutorial playlist if you are interested: http://www.youtube.com/playlist?list=PLv1DCiCg2KQKokSsFxY8XgCNnl8VgKje8
Lousy? I think you mean correctly. Scaling up textures is how its done. Now I am just a college kid on his second year in a animation program at a decent university but that is how my professors teach us, we have to have the highest resolution for images in order to receive the best looking result. If the problem is with how the textures are applied how about you tell us what the creator did wrong so we can fix it instead of using a different rig?
Scaling up the textures should be the way to go, almost anyone who post on this page is going to be completely new so why make them look through settings when you can just scale. I don't trust new people to start clicking things because then they break and it is harder to help them. People are stupid.
On a side note, why not waste minor hard drive space? You can scale up all the textures at once if you have the correct software so it doesn't take any time at all and most people have tons of free space. I have 1.5TB's of hard drive space and I always scale my textures up, I am not worried about a few megabytes being wasted.
If people do just want to make a fun Minecraft picture they should export their worlds. Building everything block by block is a pain so making something in MC Edit or creative mode is going to be a lot faster. Exporting scales the photos to be 256x256 so nothing is blurry and the only thing you would have to scale is the players skin. Scale > having noobs mess with settings in menus.
EDIT: YES!!!! I DID IT!
I am in desperate need of a gun rig for minecraft!!!
It would really help!
THANKSCan you PLEASE post the link for the GUN RIG?
I am in desperate need of a gun rig for minecraft!!!
It would really help!
THANKS
Now that I've helped you, maybe you can help me. I need to find a SkyDoesMinecraft Rig. if you can help me with this, i'll love you forever no homo.