Is it possible to have a background image (specifically a blueprint image) to go off of? I'm really bad at making models with reference pictures so I need to have a blueprint image inside the modeling software. Does this mod have that?
Thanks.
I don't think so.
You could get an external program to overlay your image. That would probably be more useful to you in the long run.
Is it possible to have a background image (specifically a blueprint image) to go off of? I'm really bad at making models with reference pictures so I need to have a blueprint image inside the modeling software. Does this mod have that?
Thanks.
It depends on what are you exactly asking. Could you explain it a bit more deeply please?
This looks really great! I have a couple of quick questions about this program, I hope you don't mind:
1. Can I create something that's not a block? Like a round-ish model, maybe not a complete sphere but something like... I don't remember the name but something less than a dodecahedron? X)
2. I can apply these models to blocks as well, right? Not just mobs?
This looks really great! I have a couple of quick questions about this program, I hope you don't mind:
1. Can I create something that's not a block? Like a round-ish model, maybe not a complete sphere but something like... I don't remember the name but something less than a dodecahedron? X)
2. I can apply these models to blocks as well, right? Not just mobs?
1. No, round shapes are not allowed for models
2. We are working on it right now
It depends on what are you exactly asking. Could you explain it a bit more deeply please?
For example, I could find a blueprint image of a cat (for example of course), and import it to the background of the 3d modeler to go off of for more accurate modeling?
For example, I could find a blueprint image of a cat (for example of course), and import it to the background of the 3d modeler to go off of for more accurate modeling?
So you mean a background image inside the scene, so you can follow the original picture for modeling it. On which axis should it be?
So you mean a background image inside the scene, so you can follow the original picture for modeling it. On which axis should it be?
I was thinking the option of any of them, so you could have a side view, top view, front view, or back view.
Something like this image (just with each view cut up, so you had top, back, front, and side):
I was thinking the option of any of them, so you could have a side view, top view, front view, or back view.
Something like this image (just with each view cut up, so you had top, back, front, and side):
Ok, we'll consider this feature and if it sounds enough useful we'll surely add it in the next updates
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I know this is probably a really stupid question to ask but I'm getting too frustrated to think. Is there a way to rotate the screen? I figured out how to move up and down, left, right, forward and back, but when I want to turn to look sideways i can't find the key to do so. I'm using this program on a mac with no mouse, so maybe I need a mouse to turn?
This is probably really obvious, I'm just frustrated cause I can't figure it out. :-/
I know this is probably a really stupid question to ask but I'm getting too frustrated to think. Is there a way to rotate the screen? I figured out how to move up and down, left, right, forward and back, but when I want to turn to look sideways i can't find the key to do so. I'm using this program on a mac with no mouse, so maybe I need a mouse to turn?
This is probably really obvious, I'm just frustrated cause I can't figure it out. :-/
Hello.I did everything according to tutorials, but when played animation, my mob at the end of it disappears, and so again.Help please.
Help with what?
I just started using this tool a few days ago. I have a graphics guy who imported a techne file, updated it for MCAnimator, and then created two animations. I spent several hours reading tutorials, looking at the code generated by MCAnimator, and then editing to fit into the mod we are working on. I'm doing something pretty unique, in that I the player is rendered as the mob we created and animate with MCAnimator.
It mostly did what we were hoping it would do. The animations run too slow though. Now that is a specific questions I might ask after we look into whether we did something wrong or not.
If you think the problem lies in specific part of your code, gives us a link to the code or put it into a spoiler (when writing your reply, click the ! ).
Pretty amazing for still being in beta! We were able to make the animation run faster, so I think we solved our previous problem with that.
One thing we found, is that if you have a project loaded, there doesn't seem to be a way to rename it. So I opened the File menu, selected Edit Project.
I get a dialog named "Start a new project". So I thought, maybe just an error with the name of the dialog. I changed the Model name from "Silver Dragon" to "MCSilverDragon". Then click the "Create" button. When I export, it still uses the "Silver Dragon" name.
I really need this, as I want the MC at the start of each class to not confuse the auto generated classes with other models in my mod.
We also ended up with a small error in our model (I think a child/parent problem), but when running an animation it doesn't show the problem. When in the actual mod, it is very obvious something isn't connected right. (Head not connected to neck).
Hello.I did everything according to tutorials, but when played animation, my mob at the end of it disappears, and so again.Help please.
Hi Nickita, are you sure your mob disappears only when you play the animation? Couldn't it be because you haven't registered correctly to Forge? If the problem has not been solved yet, feel free to send us your MCA model and we'll check it asap
Pretty amazing for still being in beta! We were able to make the animation run faster, so I think we solved our previous problem with that.
One thing we found, is that if you have a project loaded, there doesn't seem to be a way to rename it. So I opened the File menu, selected Edit Project.
I get a dialog named "Start a new project". So I thought, maybe just an error with the name of the dialog. I changed the Model name from "Silver Dragon" to "MCSilverDragon". Then click the "Create" button. When I export, it still uses the "Silver Dragon" name.
I really need this, as I want the MC at the start of each class to not confuse the auto generated classes with other models in my mod.
We also ended up with a small error in our model (I think a child/parent problem), but when running an animation it doesn't show the problem. When in the actual mod, it is very obvious something isn't connected right. (Head not connected to neck).
There seem to be a problem when trying to save with the same project name (it doesn't replace the old one). Try to delete the existitng exported directory and export again.
Yeah, that's an error in the dialog.
If you can be more specific about the small error in the model, it would help us fixing any bug
Thanks. I did finally get the name change to work. I essentially did what you said above. I did a save as, which then made the project have a different name. I deleted the old one, and then the name change worked. I know these are things you will fix eventually. You have the most important stuff in there working, like exporting everything.
I think the small error in the model is something we did. The improvement in your program at some point could be that when the animation is played, it doesn't work right, so you know there is a problem. In the mod, it is clear to see that the head is not a child of the neck, since the head doesn't follow the movement of the end of the neck. When the animation was played in your application, I didn't see that though. My modding partner made the model and animation though, so I'll let him respond here if he thinks this is something important for you to look at
A few other minor improvements I hope you'll make eventually:
1) Have an option to enter the mod package name. If this had a drop down where you could select previous things you used, even better. Replace the YourModPackage (I think that is what it puts in the files) with this value.
2) Similar to the above, but the resource location. This could even be a folder location picker, also it would remember the last used and have a list you could pick from.
With the above two items, the code would need a lot less edits. Pretty low priority though, as most of the edits are a one time thing anyway.
I hope more people will use this, and maybe someone might even make a complete example along with a video review. It took me awhile to figure out exactly where to put the code that starts and stops the animations.
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 don't think so.
You could get an external program to overlay your image. That would probably be more useful to you in the long run.
It depends on what are you exactly asking. Could you explain it a bit more deeply please?
1. Can I create something that's not a block? Like a round-ish model, maybe not a complete sphere but something like... I don't remember the name but something less than a dodecahedron? X)
2. I can apply these models to blocks as well, right? Not just mobs?
1. No, round shapes are not allowed for models
2. We are working on it right now
For example, I could find a blueprint image of a cat (for example of course), and import it to the background of the 3d modeler to go off of for more accurate modeling?
So you mean a background image inside the scene, so you can follow the original picture for modeling it. On which axis should it be?
Yes.
I was thinking the option of any of them, so you could have a side view, top view, front view, or back view.
Something like this image (just with each view cut up, so you had top, back, front, and side):
Ok, we'll consider this feature and if it sounds enough useful we'll surely add it in the next updates
Sure, we already tried to do it. The fact is that Undo and Redo are terribly difficult things to do. We'll do our best to implement them asap
I have a small YouTube channel and would greatly appreciate it if you were to check me out!!
Of course, we are working on it right now (Fir3Will is doing an amazing work on it!)
Thank you. It would sure help me (and probably a lot of other people...). It just makes modeling easier. Anyways, thank you.
I know this is probably a really stupid question to ask but I'm getting too frustrated to think. Is there a way to rotate the screen? I figured out how to move up and down, left, right, forward and back, but when I want to turn to look sideways i can't find the key to do so. I'm using this program on a mac with no mouse, so maybe I need a mouse to turn?
This is probably really obvious, I'm just frustrated cause I can't figure it out. :-/
You definitely need a mouse
Hello.I did everything according to tutorials, but when played animation, my mob at the end of it disappears, and so again.Help please.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2551422-1-7-10-world-of-warcraft-lots-of-bosses-weapons
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2684086-1-7-10-primeval-mod-dinosaurs-prehistoric-mammals
[mod=1.7.10]236910-world-of-warcraft[/mod]
[mod=1.7.10]237485-primeval/mod]
Help with what?
I just started using this tool a few days ago. I have a graphics guy who imported a techne file, updated it for MCAnimator, and then created two animations. I spent several hours reading tutorials, looking at the code generated by MCAnimator, and then editing to fit into the mod we are working on. I'm doing something pretty unique, in that I the player is rendered as the mob we created and animate with MCAnimator.
It mostly did what we were hoping it would do. The animations run too slow though. Now that is a specific questions I might ask after we look into whether we did something wrong or not.
If you think the problem lies in specific part of your code, gives us a link to the code or put it into a spoiler (when writing your reply, click the ! ).
[url=2482915-wip-arkcraft-survival-evolved-dinos-taming]
Pretty amazing for still being in beta! We were able to make the animation run faster, so I think we solved our previous problem with that.
One thing we found, is that if you have a project loaded, there doesn't seem to be a way to rename it. So I opened the File menu, selected Edit Project.
I get a dialog named "Start a new project". So I thought, maybe just an error with the name of the dialog. I changed the Model name from "Silver Dragon" to "MCSilverDragon". Then click the "Create" button. When I export, it still uses the "Silver Dragon" name.
I really need this, as I want the MC at the start of each class to not confuse the auto generated classes with other models in my mod.
We also ended up with a small error in our model (I think a child/parent problem), but when running an animation it doesn't show the problem. When in the actual mod, it is very obvious something isn't connected right. (Head not connected to neck).
[url=2482915-wip-arkcraft-survival-evolved-dinos-taming]
Hi Nickita, are you sure your mob disappears only when you play the animation? Couldn't it be because you haven't registered correctly to Forge? If the problem has not been solved yet, feel free to send us your MCA model and we'll check it asap
There seem to be a problem when trying to save with the same project name (it doesn't replace the old one). Try to delete the existitng exported directory and export again.
Yeah, that's an error in the dialog.
If you can be more specific about the small error in the model, it would help us fixing any bug
Thanks. I did finally get the name change to work. I essentially did what you said above. I did a save as, which then made the project have a different name. I deleted the old one, and then the name change worked. I know these are things you will fix eventually. You have the most important stuff in there working, like exporting everything.
I think the small error in the model is something we did. The improvement in your program at some point could be that when the animation is played, it doesn't work right, so you know there is a problem. In the mod, it is clear to see that the head is not a child of the neck, since the head doesn't follow the movement of the end of the neck. When the animation was played in your application, I didn't see that though. My modding partner made the model and animation though, so I'll let him respond here if he thinks this is something important for you to look at
A few other minor improvements I hope you'll make eventually:
1) Have an option to enter the mod package name. If this had a drop down where you could select previous things you used, even better. Replace the YourModPackage (I think that is what it puts in the files) with this value.
2) Similar to the above, but the resource location. This could even be a folder location picker, also it would remember the last used and have a list you could pick from.
With the above two items, the code would need a lot less edits. Pretty low priority though, as most of the edits are a one time thing anyway.
I hope more people will use this, and maybe someone might even make a complete example along with a video review. It took me awhile to figure out exactly where to put the code that starts and stops the animations.
[url=2482915-wip-arkcraft-survival-evolved-dinos-taming]
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.