well, when you tried to get the quaternion from the rotation matrix, you get a wrong quaternion and the animation act weird.( for example, if u try a "still" animation, it moves in the firsts frames (before the first key-frame after 0))
I believe it s bug in your code and the code I gave u fix this.
If I remember correctly, euclianspace code uses different conventions (ie. the XYZ axis are different), don't remember if this affect the code you reported. Also I personally didn't see any weird behaviour in the "idle" animations or in any other. Could you please provide us an actual simple example to check?
so i tried to adapt my code to the new update and I think i found an error in the conversion from a matrix to a quaternion (quaternion class)
...it is used only in AnimationHandler to get the quaternion from the initial box rotation matrix when there is no keyframe ( prevKeyFrame = 0)
so it s only visible in the first frame before any keyframe in the animation.
Can i add the aniimation code somewhere in the mcreator code?
I have already answered to your previous question: mcreator is not compatible with MCAnimator for now. This is mcreator coders fault, if you want to use the MCA with it, ask them to fix it.
Also maybe it could be possible adding the animation code doing many edits, but from what we see you haven't got the necessary Java knowledge to do it
Ok. How should I make walk animation? I tried to do something with swingProcess but it always seems to be 0.
You need to create a custom animation and activate it when the mob is walking. There isn't an official "best" way for this, there are different ways. You just have to check which variables change when the entity moves
Oh, it's like that. I thought that one seconds has 20 frames just like ticks xD. Thanks for help!
You're welcome, number of frames is indipendent from time or fps. The speed is what makes the difference during time, but won't change the value of frames, they will just happen faster
Thanks for this amazing tool! But when I export a model for 1.7.10, the library version is 2, but the models require version of 3. But it doesn't seem to affect anything. But, when I try to activate animation from attackEntityWithRangedAttack of IRangedAttackMob, the animation will not get activated (Atleast not on the client side). I don't know does it even get activated on server side, because when I have this
to activate my animation. I know that the code gets called.
The animation is registered like this
animChannels.put("throw", new ChannelThrow("throw", 5.0F, 4, Channel.LINEAR));
BTW I have updated the code to 1.8.
In the tutorial, you said that I have send a packet to client, but how should I do that? I didn't find any tutorials on 1.8.
If I understood correctly, you did this:
1. In attackEntityWithRangedAttack() you call activateAnimation("throw", 0);
2. The animation starts running
3. You check in SERVER side if animation is "throw", if the frame is >= 10 and if the event called "Test" has not already been called
4. You do worldObj.spawnEntityInWorld in SERVER side
First of all you must be sure that attackEntityWithRangedAttack() is called on the side you want (as you know some methods are SERVER only or CLIENT only). If it is called only on the wrong side, you'll need to send a packet to the other side.
Second you need to be sure that your animation has more than 10 frames. Otherwise the check will never be true. This is your problem as the number of frames is 4 in your animation
I made animations, but I recreate the all thing with the new update and i need to upload on github the animation (unfortunatly i lost the walk animation)
i will update it on git with the 'roar' animation anytime soon.
I used directly blender to model and animate because it s a lot of boxes and it needs rigging. the scripts file that I used to export the all thing is on : https://github.com/AnonMineMod/BlenderToMinecraftMobs
everything is "copylefted" so feel free to use it.
Previously, you talked about what was necessary to export .obj in to MCAnimator, I feel you can make an export file quiet easily in python from blender scripts, the conditions are : using cube, mark them somehow (I use IDProperty) so they will be exported, using "marked" Empties to be exported as "bones" of the armature etc...
Cool stuff AnonMine, hope to see your mod fully ready soon! Thanks for the suggestions, I will personally have to take a second look to Blender and to my Python, but this was more or less the same plan we had for the importer. We'll work on it asap and thanks for the git code, it will surely help
Hey, I'm having a bug. Whenever I edit one of my techne models, a blank message comes up and stops me from editing the model. Like, even simply moving a few shapes down it causes it. The only way I can shut down MCanimator is by going to my task manager and ending the javaw.exe process.
Could you please tell us which version of the MCA, which version of Java and which OperatingSystem are you using?
when you extract your project completely, the file of the animation is in common>animations>nameOfYourMoborWhatever>
each animation files start with "channel" then the name of your animation. in it, you ll see each keyframe and blocks that moves on that keyframe, it s relatively easy to understand.
you ll then need to put every file in your mod with the correct package. ofc the name of the package is already in each file but you might change few thing if you want (like MAJ in package name).
if you use forge 1.8 you ll need to change the tesselator by a worldrenderer which you can get from the tessalator that you now find in :
and the package of few thing has change location from forge 1.7 to 1.8 so you ll need to replace : cpw.mods package by net.minecraftforge
good luck.
Correct explanation, have you already tried adapting the export for 1.8? If you have already done so, it could speed up things in creating the export for it
Wait what? im not trying to do a 1.8 mod? im trying to do a 1.7.10
Seems you are using MCreator instead of actually modding. MCAnimator is not compatible with MCreator yet, because of MCreator coders fault. Finally this is not a topic for general modding, we can help you only with the MCAnimator
I'm new to MCAnimator, but very experienced with blender. Couldn't be that much different, right? I'd be interested in helping if you want
MCAnimator has similar mechanics to the old Techne which was emough easy to use. The big difference is the possibility to create the animations within the program. Do you have any previous project to show us?
I know but i dont understand! i dont know how to add a block ;( PLEASE!! I need a tutoiral to watch to make it
Please! Can someone make a tutorial on this how to make a custom block and animation? please!!! ;(
Hello RedstoneBitenMC,
the thing you're trying to achive is one of our main objectives for the 1.3 version: exporting as a block in Minecraft 1.8. As it is not a simple task, we are dedicating the 1.3 to it. You can actually do it manually from the exported files with some edits, but it's not the official way. When we will have done it, we will also release a simple tutorial on how to create a block model
Also, we highly suggest you to learn modding first if you are doing a mod alone.
0
If I remember correctly, euclianspace code uses different conventions (ie. the XYZ axis are different), don't remember if this affect the code you reported. Also I personally didn't see any weird behaviour in the "idle" animations or in any other. Could you please provide us an actual simple example to check?
0
So what's the problem?
0
If I remember correctly, it's 64x32
0
I have already answered to your previous question: mcreator is not compatible with MCAnimator for now. This is mcreator coders fault, if you want to use the MCA with it, ask them to fix it.
Also maybe it could be possible adding the animation code doing many edits, but from what we see you haven't got the necessary Java knowledge to do it
0
You need to create a custom animation and activate it when the mob is walking. There isn't an official "best" way for this, there are different ways. You just have to check which variables change when the entity moves
0
You're welcome, number of frames is indipendent from time or fps. The speed is what makes the difference during time, but won't change the value of frames, they will just happen faster
1
If I understood correctly, you did this:
1. In attackEntityWithRangedAttack() you call activateAnimation("throw", 0);
2. The animation starts running
3. You check in SERVER side if animation is "throw", if the frame is >= 10 and if the event called "Test" has not already been called
4. You do worldObj.spawnEntityInWorld in SERVER side
First of all you must be sure that attackEntityWithRangedAttack() is called on the side you want (as you know some methods are SERVER only or CLIENT only). If it is called only on the wrong side, you'll need to send a packet to the other side.
Second you need to be sure that your animation has more than 10 frames. Otherwise the check will never be true. This is your problem as the number of frames is 4 in your animation
0
Cool stuff AnonMine, hope to see your mod fully ready soon! Thanks for the suggestions, I will personally have to take a second look to Blender and to my Python, but this was more or less the same plan we had for the importer. We'll work on it asap and thanks for the git code, it will surely help
Could you please tell us which version of the MCA, which version of Java and which OperatingSystem are you using?
0
Sure you can. You can also use an external program (photoshop or gimp) to put your skin in a bigged texture for a bigger (or more complex) model
Cool, glad it works fine for you! Just a question, are you animating the Beast?
0
You should read before asking: http://dd-studios.net/index.php/mcanimator-tutorials/9-mcanimator-guides
Correct explanation, have you already tried adapting the export for 1.8? If you have already done so, it could speed up things in creating the export for it
0
Thank you for being polite in explaining why we won't help him directly It's something that we don't see often around the web nowadays!
Hello enderkevin, can you please explain exactly what you'd like to do? As your skin is a simple image, you can use it as texture for a custom model
0
Seems you are using MCreator instead of actually modding. MCAnimator is not compatible with MCreator yet, because of MCreator coders fault. Finally this is not a topic for general modding, we can help you only with the MCAnimator
0
Thanks for the support, we'll add more stuff soon!
0
MCAnimator has similar mechanics to the old Techne which was emough easy to use. The big difference is the possibility to create the animations within the program. Do you have any previous project to show us?
0
Hello RedstoneBitenMC,
the thing you're trying to achive is one of our main objectives for the 1.3 version: exporting as a block in Minecraft 1.8. As it is not a simple task, we are dedicating the 1.3 to it. You can actually do it manually from the exported files with some edits, but it's not the official way. When we will have done it, we will also release a simple tutorial on how to create a block model
Also, we highly suggest you to learn modding first if you are doing a mod alone.