This has so much potential ! I just used it to make an arctic fox, and wow ! This is really efficient, simple to use and fast; BUT there is a lot of flaw. First, this lack a simple tutorial for key, I entered the software and my first reaction was : How do I navigate through my model ? I made my fox for like 20 minutes before finding that WASD key was the way to fly, wich make me think that I missed a lot of usefull things. Secondly, make a simple way to change keybind, as an user of azerty keyboard, it's frustrating not knowing what key goes up and such + I like to be able to select my model parts with left click and not right click. Third, the files generated has for base name "Model" and I didn't find where to change this, that'd be cool to add a simple panel to change texture, model and entity name. Lastly, in the animation section, allow us to use keybinds ! It's really faster being able to just Ctrl-C, Ctrl-V keyframes values instead of clicking, pasting, or to be able to select and just press the delete key to delete one keyframe. Otherwise, the software is really usefull, so keep up the good work !
- Poiuytrezay
Hello Poiuytrezay,
first of all thanks for the constructive feedback. The reason why you don't see all these things is because the MCAnimator is a recent software, we are constantly working on it, so expect all the things you asked to be implemented in the next upcoming versions
So what you're basically asking is:
1. Custom keybinds
2. Selecting model parts with left click
3. Shortcuts in the animation tab (copy-paste-delete)
About tutorials: we'll write all the possible tutorials as we will be able to finish the next release which will make the software available for Macs too. Anyway you can find all the tutorials at: http://www.dd-studios.net/index.php/mcanimator-tutorials/
About the exported files: their names are based on the name you have given to the project. We will (very) soon provide a tutorial on how to correctly add all of them into your mod (not difficult if you are an expert modder)
Help!!!!! For some reason my McAnimator doesn't even start!!! I tried with java 7,nothing and now with java 8 and again nothing!!! Heeeeelp Pleeeeeaaaseee!!!
PS:I have WINDOWS 7 STARTER
What does it mean "doesn't even start"? Have you launched .exe as administrator?
Hi there!
Great work! it's really usefull!!!
But how can I implement Java codes in my project? I mean, there are a lot of .java files, whit lot's of codes.
I completed all the <your [some thing here] name> and I put the Rendering codes in my ClientProxy.
So, how can I implement animations?
Thanks again.
You need to register the renderer in your ClientProxy and register the Entity in your CommonProxy (or wherever you normally register entities).
When you have added them correctly, you need to call the animation when it is needed. You need to call AnimationHandlerYourEntity.activateAnimation() to activate the animation you want whenever it is needed in your code (ex. in the attackEntity() method of your Entity you call something like AnimationHandlerYourEntity.activateAnimation("attack", 0); ).
Hope it's enough clear, we are going to write a tutorial on it
I know how to activate it, I tried whit the "onUpdate" method in the entity, and it bugged ^^'
It was trying to make the animation everytick (My fault xD)
So I want to put it like you say, but I can't find the way...
thanks for the help, I will be waiting for that tutorial
So what you want to do is activating the animation only once from the onUpdate() method? You should then use a simple if check, otherwise, as you see, onUpdate() will go on reactivating it several times
no no, I tried whit an If ( <insert something here> ) and then it didn't work, so I tryied whitout the if and it worked, but bugged. So I tried to search for methods to do it, buuuuut.... I couldn't find any....
That's why i'm asking for help xD
thanks for reply ^^
What you're trying to do is pretty simple. I think you're just missing some basic java knowledge. Is your animation an idle?
If so, you can create a LOOP animation in MCAnimator, otherwise you can do something like:
public void onUpdate() {
if(!AnimationHandlerYourEntity.isAnimationActive("idle")) {
AnimationHandlerYourEntity.activateAnimation("idle");
}
//other code
}
hey, I know that you can import from techne, but can you make it import from Tabula to? I would really like this, thanks. Also, could you add an option for the controls to be like techne instead 0f WASD thanks.
hey, I know that you can import from techne, but can you make it import from Tabula to? I would really like this, thanks. Also, could you add an option for the controls to be like techne instead 0f WASD thanks.
Sure for both of things, we'll add the import from Tabula in our planned features
Am I just doing things wrong or is there a bug somewhere between the initializer and the renderer?
I had to manually increase all the Y-values of the rotation points (when defining boxes) and the vectors (translations in animations) by 14 or else my mob would just render half-buried...
Aside from that, Incredible tool, thanks and keep up the good work
Rollback Post to RevisionRollBack
"‘Checkmate’ doesn’t mean you’ve simply cornered the enemy king. It's a declaration that the enemy king is yours."
"Hate me, you can't escape me!"
Am I just doing things wrong or is there a bug somewhere between the initializer and the renderer?
I had to manually increase all the Y-values of the rotation points (when defining boxes) and the vectors (translations in animations) by 14 or else my mob would just render half-buried...
Aside from that, Incredible tool, thanks and keep up the good work
Depends on what you are doing. If you're importing from Techne, Techne itself does things in a wrong way as it starts from negative coords We'll soon provide a tool to fix all the Y values in one click
any news on the mac version? ive been out of the loop for a bit. Had a wisdom tooth pulled today so Im in a good amount of pain to think clearly.
The delay of features and documentation in the last weeks has been caused by the Mac issue. We have almost finished completely recoding the MCAnimator to let Mac users use it without problems. Luckily it's almost ready, just needs more tests for stability
Is it possible to bind certain blocks together so they can be moved in 1 piece?
can you also pls make a tutorial on how to use this program?
We are working on the multiselection to move all the blocks you need in 1 click. Also remember that if you need to move children boxes, you can just move the parent to move all of them
We are currently working on the Mac compatible version, which is making our work a bit slow. But after that release, everything will be added very fast. Also this Mac version will have some new features as well.
Well, i've been using this program for a while now and the 'Copy-Paste multiple boxes' feature would help me ALOT because animating a model that has alot of blocks is really hard and time consuming. But yeah i really love your program, you made amature modelers (like me) have an option to animate their models without having to code. Keep up the good work man!
Your kind words is what make us go on with the work behind the MCAnimator. Will do our best to provide this feature asap!
Hello Poiuytrezay,
first of all thanks for the constructive feedback. The reason why you don't see all these things is because the MCAnimator is a recent software, we are constantly working on it, so expect all the things you asked to be implemented in the next upcoming versions
So what you're basically asking is:
1. Custom keybinds
2. Selecting model parts with left click
3. Shortcuts in the animation tab (copy-paste-delete)
About tutorials: we'll write all the possible tutorials as we will be able to finish the next release which will make the software available for Macs too. Anyway you can find all the tutorials at: http://www.dd-studios.net/index.php/mcanimator-tutorials/
About the exported files: their names are based on the name you have given to the project. We will (very) soon provide a tutorial on how to correctly add all of them into your mod (not difficult if you are an expert modder)
What does it mean "doesn't even start"? Have you launched .exe as administrator?
Yes with some changes to the exported code. We will write a tutorial soon on it
Yay !!!
You need to register the renderer in your ClientProxy and register the Entity in your CommonProxy (or wherever you normally register entities).
When you have added them correctly, you need to call the animation when it is needed. You need to call AnimationHandlerYourEntity.activateAnimation() to activate the animation you want whenever it is needed in your code (ex. in the attackEntity() method of your Entity you call something like AnimationHandlerYourEntity.activateAnimation("attack", 0); ).
Hope it's enough clear, we are going to write a tutorial on it
So what you want to do is activating the animation only once from the onUpdate() method? You should then use a simple if check, otherwise, as you see, onUpdate() will go on reactivating it several times
What you're trying to do is pretty simple. I think you're just missing some basic java knowledge. Is your animation an idle?
If so, you can create a LOOP animation in MCAnimator, otherwise you can do something like:
public void onUpdate() {
if(!AnimationHandlerYourEntity.isAnimationActive("idle")) {
AnimationHandlerYourEntity.activateAnimation("idle");
}
//other code
}
Where "idle" is the name of your animation
Sure for both of things, we'll add the import from Tabula in our planned features
thanks!
I had to manually increase all the Y-values of the rotation points (when defining boxes) and the vectors (translations in animations) by 14 or else my mob would just render half-buried...
Aside from that, Incredible tool, thanks and keep up the good work
"‘Checkmate’ doesn’t mean you’ve simply cornered the enemy king. It's a declaration that the enemy king is yours."
"Hate me, you can't escape me!"
SAO UI mod, now maintained by me and an awesome team of artists
If my comment helped you, don't hesitate to hit that green UP arrow
Depends on what you are doing. If you're importing from Techne, Techne itself does things in a wrong way as it starts from negative coords We'll soon provide a tool to fix all the Y values in one click
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The delay of features and documentation in the last weeks has been caused by the Mac issue. We have almost finished completely recoding the MCAnimator to let Mac users use it without problems. Luckily it's almost ready, just needs more tests for stability
We are working on the multiselection to move all the blocks you need in 1 click. Also remember that if you need to move children boxes, you can just move the parent to move all of them
We are writing all the tutorials at: http://www.dd-studios.net/index.php/mcanimator-tutorials
did you maybe moved the mouse wheel? That's the only way and will be removed in the next version
You can obviously choose to use or ignore the MCA libraries, but we'll do it if users ask
The other animaitions are initialized as the idle one but in the right methods (like attackEntity() or whatever your mob uses for doing the attack)
We are currently working on the Mac compatible version, which is making our work a bit slow. But after that release, everything will be added very fast. Also this Mac version will have some new features as well.
Which features are you waiting for?
Your kind words is what make us go on with the work behind the MCAnimator. Will do our best to provide this feature asap!