Posted May 16, 20169 yr Hi all I am recently using Techne to create some new mobs.. I have created it, textured it, but when i try to render it in minecraft.. Well, the model appears correctly, there are no animations at the moment, everything normal, but there are some boxes of the model that in techne appear to be correctly rotated, but in game they are wrongly rotated. I was trying to remember if there was some kind of correction i had to do about angles from techne to minecraft.. And I am asking your help to remind me what the problem is Thanks in advance
May 16, 20169 yr Author That's why i said having no animations was normal btw, here are is code: public class PNModelUmbrellaStatue extends ModelBase { //fields ModelRenderer head; ModelRenderer body; ModelRenderer chest; ModelRenderer rightshoulder; ModelRenderer rightforearm; ModelRenderer rightelbow; ModelRenderer rightarm; ModelRenderer leftshoulder; ModelRenderer leftforearm; ModelRenderer leftelbow; ModelRenderer leftarm; ModelRenderer rightlegpreknee; ModelRenderer rightknee; ModelRenderer rightleg; ModelRenderer leftlegpreknee; ModelRenderer leftknee; ModelRenderer leftleg; public PNModelUmbrellaStatue() { textureWidth = 128; textureHeight = 64; this.head = new ModelRenderer(this, 0, 0); this.head.addBox(-4F, -8F, -4F, 9, 8, 8 ); this.head.setRotationPoint(-1F, -2F, -5F); this.head.setTextureSize(128, 64); this.head.mirror = true; setRotation(this.head, 0.5235988F, -0.2617994F, -0.2617994F); this.body = new ModelRenderer(this, 78, 0); this.body.addBox(-4F, 0F, -2F, 12, 6, 6); this.body.setRotationPoint(-2F, 11F, 0F); this.body.setTextureSize(128, 64); this.body.mirror = true; setRotation(this.body, 0F, 0F, 0F); this.chest = new ModelRenderer(this, 34, 0); this.chest.addBox(-1F, 0F, 0F, 14, 12, 8 ); this.chest.setRotationPoint(-6F, -0.5F, -6F); this.chest.setTextureSize(128, 64); this.chest.mirror = true; setRotation(this.chest, 0.2617994F, 0F, 0F); this.rightshoulder = new ModelRenderer(this, 98, 12); this.rightshoulder.addBox(-3F, -2F, -2F, 4, 5, 6); this.rightshoulder.setRotationPoint(-10F, 2F, -0.5F); this.rightshoulder.setTextureSize(128, 64); this.rightshoulder.mirror = true; setRotation(this.rightshoulder, 0F, -0.3490659F, -0.5235988F); this.rightforearm = new ModelRenderer(this, 42, 20); this.rightforearm.addBox(0F, 0F, 0F, 6, 4, 4); this.rightforearm.setRotationPoint(-16F, 11.5F, -3.5F); this.rightforearm.setTextureSize(128, 64); this.rightforearm.mirror = true; setRotation(this.rightforearm, -0.5235988F, -0.715585F, -1.308997F); this.rightelbow = new ModelRenderer(this, 72, 23); this.rightelbow.addBox(0F, 0F, 0F, 1, 4, 4); this.rightelbow.setRotationPoint(-15.5F, 14F, -6F); this.rightelbow.setTextureSize(128, 64); this.rightelbow.mirror = true; setRotation(this.rightelbow, -0.5235988F, -1.308997F, -1.047198F); this.rightarm = new ModelRenderer(this, 96, 23); this.rightarm.addBox(0F, 0F, 0F, 3, 4, 4); this.rightarm.setRotationPoint(-15F, 18.5F, -8.5F); this.rightarm.setTextureSize(128, 64); this.rightarm.mirror = true; setRotation(this.rightarm, -0.5235988F, -1.570796F, -1.047198F); this.leftshoulder = new ModelRenderer(this, 78, 12); this.leftshoulder.addBox(0F, 0F, 0F, 4, 5, 6); this.leftshoulder.setRotationPoint(16F, 4F, -2.5F); this.leftshoulder.setTextureSize(128, 64); this.leftshoulder.mirror = true; setRotation(this.leftshoulder, 0.2617994F, -2.094395F, -0.7853982F); this.leftforearm = new ModelRenderer(this, 22, 20); this.leftforearm.addBox(0F, 0F, 0F, 6, 4, 4); this.leftforearm.setRotationPoint(10F, 10F, -11F); this.leftforearm.setTextureSize(128, 64); this.leftforearm.mirror = true; setRotation(leftforearm, -0.5235988F, -1.047198F, -0.7853982F); this.leftelbow = new ModelRenderer(this, 62, 23); this.leftelbow.addBox(0F, 0F, 0F, 1, 4, 4); this.leftelbow.setRotationPoint(7F, 11F, -11F); this.leftelbow.setTextureSize(128, 64); this.leftelbow.mirror = true; setRotation(this.leftelbow, -0.7853982F, -0.5235988F, -0.3490659F); this.leftarm = new ModelRenderer(this, 82, 23); this.leftarm.addBox(0F, 0F, 0F, 3, 4, 4); this.leftarm.setRotationPoint(2F, 12.5F, -13F); this.leftarm.setTextureSize(128, 64); this.leftarm.mirror = true; setRotation(this.leftarm, -0.2617994F, -0.1047198F, -0.2617994F); this.rightlegpreknee = new ModelRenderer(this, 0, 28); this.rightlegpreknee.addBox(-2F, 0F, -2F, 6, 5, 5); this.rightlegpreknee.setRotationPoint(-4F, 18.5F, -2F); this.rightlegpreknee.setTextureSize(128, 64); this.rightlegpreknee.mirror = true; setRotation(this.rightlegpreknee, 0F, -0.7853982F, 0.1308997F); this.rightknee = new ModelRenderer(this, 0, 16); this.rightknee.addBox(0F, 0F, 0F, 4, 4, 1); this.rightknee.setRotationPoint(-8.5F, 18F, -6.5F); this.rightknee.setTextureSize(128, 64); this.rightknee.mirror = true; setRotation(this.rightknee, 0F, 0F, 0F); this.rightleg = new ModelRenderer(this, 44, 31); this.rightleg.addBox(0F, 0F, 0F, 4, 8, 4); this.rightleg.setRotationPoint(-9F, 19F, -8F); this.rightleg.setTextureSize(128, 64); this.rightleg.mirror = true; setRotation(this.rightleg, -1.396263F, 0F, -0.2617994F); this.leftlegpreknee = new ModelRenderer(this, 22, 28); this.leftlegpreknee.addBox(-2F, 0F, -2F, 5, 5, 6); this.leftlegpreknee.setRotationPoint(4F, 17.5F, -2F); this.leftlegpreknee.setTextureSize(128, 64); this.leftlegpreknee.mirror = true; setRotation(this.leftlegpreknee, -0.5235988F, -0.2617994F, 0F); this.leftknee = new ModelRenderer(this, 10, 16); this.leftknee.addBox(0F, 0F, 0F, 4, 4, 1); this.leftknee.setRotationPoint(3F, 16.5F, -7.5F); this.leftknee.setTextureSize(128, 64); this.leftknee.mirror = true; setRotation(this.leftknee, 0F, 0F, 0F); this.leftleg = new ModelRenderer(this, 60, 31); this.leftleg.addBox(0F, 0F, 0F, 4, 8, 4); this.leftleg.setRotationPoint(3F, 17F, -9.5F); this.leftleg.setTextureSize(128, 64); this.leftleg.mirror = true; setRotation(this.leftleg, -1.047198F, 0.2617994F, 0F); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.head.render(f5); this.body.render(f5); this.chest.render(f5); this.rightshoulder.render(f5); this.rightforearm.render(f5); this.rightelbow.render(f5); this.rightarm.render(f5); this.leftshoulder.render(f5); this.leftforearm.render(f5); this.leftelbow.render(f5); this.leftarm.render(f5); this.rightlegpreknee.render(f5); this.rightknee.render(f5); this.rightleg.render(f5); this.leftlegpreknee.render(f5); this.leftknee.render(f5); this.leftleg.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); /*float f6 = (180F / (float)Math.PI); this.head.rotateAngleX = f5 / (180F / (float)Math.PI); this.head.rotateAngleY = f4 / (180F / (float)Math.PI); this.body.rotateAngleX = ((float)Math.PI / 2F);*/ } } and here are the pics: , . What I am saying is clear if you look at its left shoulder. Thanks again
May 17, 20169 yr Techne is kiiiind of a terrible at making sure things are rotated correctly. Doing TESR stuff I find it always exports the code upside down (right pain in the arse to correct, too). But I haven't found a modeler that works "better." MC Animator is great for doing animations....except for the whole "the code will absolutely crash the game at some point" problem because its animation system is not thread safe. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
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