So now, I'm having the problem where my legs and body (even when they are attached as children and rotated seperately) get offset weirdly.
So they are not in the right position. Is this because I declare the children in the constructor? Do i have to declare it somewhere else? I know that I have to declare it after the variables have been initialized, but does it make any difference if I do declare it in the render method?
This is what it looks like right now.
You can see how the legs are not attached to the upper body and the lower body is not attached to the upper body.
I attached all of the leg (including the feet) to the body, as well as the stomach and the back.
The rotations in the current code come from a open source mod named Draco Animus, and I was putting them in there first to test the effects of the code on the legs.
I still really have no idea how minecraft does the math to make the legs move. I don't know what rotations go in the variables, and I don't know how to get the leg properly moving.
The highlighted code, once removed, looks like this:
But has no walk animation, because nothing is rotating the legs.
I'm very new to animating these models and doing the math for the rotations. I know that the first two variables of setRotationAngles are for walking. The feet are animating right now just fine, I just want the feet to be together instead of separated, like in the image.
Am i doing something wrong? is there other methods I should know? How can i fix this?
0
Most likely, it is your path variables that need tweaking, you probably didn't set JAVA_HOME correctly, or at all.
Again, giving us the full error like tim4242 said would be useful to solve your problem.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Yes, this is about correct.
Again, nothing is adamant. When we feel the mod is ready to release, we will release it to the public on this thread.
All subsequent updates will be on this forum. We still have a good amount of stuff to do.
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So this:
Decides where the Body will be placed?
Which variables should I change to move the body around?
Why do you need to check if(this.isChild)?
What is the difference between the if block and the else block? do they put the Body in different positions?
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So now, I'm having the problem where my legs and body (even when they are attached as children and rotated seperately) get offset weirdly.
So they are not in the right position. Is this because I declare the children in the constructor? Do i have to declare it somewhere else? I know that I have to declare it after the variables have been initialized, but does it make any difference if I do declare it in the render method?
This is what it looks like right now.
You can see how the legs are not attached to the upper body and the lower body is not attached to the upper body.
I attached all of the leg (including the feet) to the body, as well as the stomach and the back.
1
Yes, this mod adds the ability to defecate.
Right now we are thinking that it will be merged with the food bar. If you shift + z, you can defecate.
0
The raptor model is actually done right now!
The only thing that we have to do is finish the textures for that. Once we get a dino model finished, it goes right into this forum.
0
in 1.8, xyz variables are wrapped up in a BlockPos variable, as I know.
If you want to get the individual xyz variables, just use the variables with getX(), getY() or getZ().
0
Make sure your internet connection is well. Gradlew needs to download dependencies from other sources.
type in
'gradlew setUpDecompWorkspace' in windows
'bash gradlew setUpDecompWorkspace' in mac.
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So, you are saying there is a way to link multiple parts of the model to a whole parent part?
E.x:
LeftLeg
-LeftUpperLeg
-LeftMidLeg
-LeftLowerLeg
-LeftFoot
-....
RightLeg
-etc.....
is there a wrapper class to do this? how can i link mutliple parts into one parent?
Also, how do i figure out the more simpler rotations of the legs?
I was following a tutorial that told me that the legs moving were cosine functions.
http://schwarzeszeux.tumblr.com/post/14176343101/minecraft-modeling-animation-part-2-of-x
The rotations in the current code come from a open source mod named Draco Animus, and I was putting them in there first to test the effects of the code on the legs.
I still really have no idea how minecraft does the math to make the legs move. I don't know what rotations go in the variables, and I don't know how to get the leg properly moving.
1
Ah, MCreator. Just because your a kid, doesn't mean you can't code.
Here are some reasons why you shouldn't use MCreator.
If you want to make something, you need to have the determination to make it. End of story.
There is no easy path to making and coding mods.
Learning Java is essential for minecraft, and I recommend you look at the official oracle docs,
instead of wasting your time learning and creating a mod that everyone can make.
1
So, i want to animate my custom mob. The problem I'm having is that the feet seperate at the beginning of the spawn.
Its hard to explain, so here's a picture:
Here's my code for the model.
The highlighted code, once removed, looks like this:
But has no walk animation, because nothing is rotating the legs.
I'm very new to animating these models and doing the math for the rotations. I know that the first two variables of setRotationAngles are for walking. The feet are animating right now just fine, I just want the feet to be together instead of separated, like in the image.
Am i doing something wrong? is there other methods I should know? How can i fix this?
1
More screenshots and updates are coming! Our raptors are almost done.
0
No download currently. Once we get an optimal amount of content, the download will be added to this thread.
0
I don't really know whats wrong, it isn't giving texture errors. I registered the model variants.
0
It is always the standby model.