

I have found that implementing some simple debug functions for spinning a part are immensely useful to help visualize that you have the rotation point and offsets correct.ģ) use a hierarchical model by associating blocks with the addChild() method. In particular, make sure each joint is working properly before adding the next part. The rotation point should be the joint for something like an arm, and should be the center for something like a body.

You can check the ModelCow in Techne to ensure you have the right axis orientation.Ģ) get your rotation point in proper place first, then figure out your offset. Actually the biggest benefit of coding it manually is that you get a good understanding of how the rotation points and offsets really work.ġ) your whole model will only be manageable if you orient it the right way - I spent a lot of time on one model which had head pointed 90 degrees to what Minecraft considers the front and while it could be fixed with some overall rotation it is much better to simply orient it correctly in the first place. And that is pretty simple because it is simply a bunch of boxes. I use Techne to visualize the model and animation, and especially use it for figuring out texture map, but ultimately I ended up coding the Java myself. But here are a few tips that might help.įirst of all I found that using the Java exported directly from Techne was not a good idea. This is something I've just gone through learning, and I am proud to say that I've got a fully animated slithering snake, and an elephant with flapping ears and articulated trunk.
#Techne mcreator how to#
And I haven't even got onto the structure of the assets package and how to point it at the right png file.Īre there any decent 1.7.2 modelling tutorials out there? (Yes, I will write my own when I get to the end, if for no other reason than to remind myself how I did it!) Or, are there any modders out there who'd be willing to point me in the right direction?
#Techne mcreator code#
I *can* just about figure it out by comparing my out of date code to those in the Cow classes, but the Javadocs and the API are woefully short on detail as to what all the parameters do in things like the addbox and rotationangle methods. As I'm making a new quadruped I'm basing it on Cow and all its associated classes, ModelCow and RenderCow. This one was particularly good but it is over three years old so obviously it is a bit out of date and the code it generates needs updating to the 1.7.2 specs.Īlso, following that thread, I've successfully used Techne to create a model and export both the java code and the.

So, before the inevitable RTFM comments, I have been through google and read some out of date tutorials.
