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Posted

I made a custom model for an item just as a test and I can't figure out what rotation would make this correct.(http://imagebin.org/265693)

 

here's my render code:

public class RenderHammer implements IItemRenderer
{

protected ModelHammer hammerModel;

public RenderHammer()
{
	hammerModel = new ModelHammer();
}

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type)
{
	switch(type)
	{
	case EQUIPPED: return true;
	case EQUIPPED_FIRST_PERSON: return true;
	default: return false;
	}
}

@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper)
{
	return false;
}

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data)
{
	switch(type)
	{
	case EQUIPPED:
	case EQUIPPED_FIRST_PERSON:
	{
		GL11.glPushMatrix();

		Minecraft.getMinecraft().renderEngine.func_110577_a(new ResourceLocation("modclass","/textures/models/Hammer.png"));

		GL11.glRotatef(192F, 1.0F, 0.0F, 0.0F);
		GL11.glRotatef(95F, 0.0F, 1.0F, 0.0F);
		GL11.glRotatef(-10F, 0.0F, 0.0F, 1.0F);

		float scale = 1.6F;
		GL11.glScalef(scale, scale, scale);


		this.hammerModel.render((Entity)data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);

		GL11.glPopMatrix();
	}
		default: 
	}
}
}

Posted

Unfortunately no one can give you the answer. When it comes to model rotation you have to play with it until it is how you want it...

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

Posted

it doesn't have to be a specific angle but how would a rotate it downwards, all the other ones just seem to turn it left or right

 

So you are wanting it to (say you are looking at the side) go from vertical, to 45˚?

 

 

example:

 

| to /

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

Posted

As others have said, the best way to answer this kind of question is by experiment. Try changing each of the rotation angles a little bit, one axis at a time, and observe what happens. Once you've found the right axis, adjust the angle until you get the result you want.

 

Keep in mind that when you perform multiple rotations, the effect of later ones will depend on the earlier ones. You may find it less confusing to start with all angles zero.

Posted

dude, i already told you in your other thread to just keep playing around with it. just keep trying, man. you're bound to get it right sooner or later.

Posted

hmm.. have you tried what gcewing suggested? starting with the angles at 0? im about to sleep, but i'll check back tomorrow. if you still haven't gotten it, i'll see what i can do. unless someone else helps you first

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