ajose0538 Posted December 26, 2016 Posted December 26, 2016 Hi, I'm testing things, with the entities and well I want to add a mob that has an animation of its own. I already have the model and the animation created in MCAnimator but the format that gives me MCAnimator, it asks me some bookstores that I do not have, it is possible to change the libraries by others of minecraft ?, or another program of animation? ModelEntity package yourModPackage.client.models; import java.util.HashMap; import net.minecraft.client.model.ModelBase; import net.minecraft.entity.Entity; import yourModPackage.client.MCAClientLibrary.MCAModelRenderer; import yourModPackage.common.MCACommonLibrary.MCAVersionChecker; import yourModPackage.common.MCACommonLibrary.animation.AnimationHandler; import yourModPackage.common.MCACommonLibrary.math.Matrix4f; import yourModPackage.common.MCACommonLibrary.math.Quaternion; import yourModPackage.common.entities.mobs.EntityLoompaWhite; public class ModelLoompaWhite extends ModelBase { public final int MCA_MIN_REQUESTED_VERSION = 5; public HashMap<String, MCAModelRenderer> parts = new HashMap<String, MCAModelRenderer>(); MCAModelRenderer cuerpo; MCAModelRenderer pierna1; MCAModelRenderer pierna2; MCAModelRenderer zapatos1; MCAModelRenderer zapatos2; MCAModelRenderer cabeza; MCAModelRenderer brazo1; MCAModelRenderer brazo2; public ModelLoompaWhite() { MCAVersionChecker.checkForLibraryVersion(getClass(), MCA_MIN_REQUESTED_VERSION); textureWidth = 64; textureHeight = 64; cuerpo = new MCAModelRenderer(this, "Cuerpo", 0, 0); cuerpo.mirror = false; cuerpo.addBox(0.0F, -11.0F, -4.0F, 12, 11, 4); cuerpo.setInitialRotationPoint(-6.0F, -5.0F, 4.0F); cuerpo.setInitialRotationMatrix(new Matrix4f().set(new Quaternion(0.0F, 0.0F, 0.0F, 1.0F)).transpose()); cuerpo.setTextureSize(64, 64); parts.put(cuerpo.boxName, cuerpo); pierna1 = new MCAModelRenderer(this, "Pierna1", 0, 0); pierna1.mirror = false; pierna1.addBox(0.0F, -6.0F, -3.0F, 4, 6, 3); pierna1.setInitialRotationPoint(1.0F, -15.0F, 4.0F); pierna1.setInitialRotationMatrix(new Matrix4f().set(new Quaternion(0.0F, 0.0F, 0.0F, 1.0F)).transpose()); pierna1.setTextureSize(64, 64); parts.put(pierna1.boxName, pierna1); pierna2 = new MCAModelRenderer(this, "Pierna2", 0, 0); pierna2.mirror = false; pierna2.addBox(0.0F, -6.0F, -3.0F, 4, 6, 3); pierna2.setInitialRotationPoint(-5.0F, -15.0F, 4.0F); pierna2.setInitialRotationMatrix(new Matrix4f().set(new Quaternion(1.9423127E-33F, -3.1003275E-17F, -6.264863E-17F, 1.0F)).transpose()); pierna2.setTextureSize(64, 64); parts.put(pierna2.boxName, pierna2); zapatos1 = new MCAModelRenderer(this, "Zapatos1", 0, 0); zapatos1.mirror = false; zapatos1.addBox(0.0F, -2.0F, -6.0F, 6, 2, 6); zapatos1.setInitialRotationPoint(0.0F, -20.0F, 6.0F); zapatos1.setInitialRotationMatrix(new Matrix4f().set(new Quaternion(0.0F, 0.0F, 0.0F, 1.0F)).transpose()); zapatos1.setTextureSize(64, 64); parts.put(zapatos1.boxName, zapatos1); zapatos2 = new MCAModelRenderer(this, "Zapatos2", 0, 0); zapatos2.mirror = false; zapatos2.addBox(0.0F, -2.0F, -6.0F, 6, 2, 6); zapatos2.setInitialRotationPoint(-6.0F, -20.0F, 6.0F); zapatos2.setInitialRotationMatrix(new Matrix4f().set(new Quaternion(0.0F, 0.0F, 0.0F, 1.0F)).transpose()); zapatos2.setTextureSize(64, 64); parts.put(zapatos2.boxName, zapatos2); cabeza = new MCAModelRenderer(this, "cabeza", 0, 0); cabeza.mirror = false; cabeza.addBox(0.0F, -11.0F, -8.0F, 12, 11, ; cabeza.setInitialRotationPoint(-6.0F, 6.0F, 7.0F); cabeza.setInitialRotationMatrix(new Matrix4f().set(new Quaternion(0.0F, 0.0F, 0.0F, 1.0F)).transpose()); cabeza.setTextureSize(64, 64); parts.put(cabeza.boxName, cabeza); brazo1 = new MCAModelRenderer(this, "brazo1", 0, 0); brazo1.mirror = false; brazo1.addBox(0.0F, -11.0F, -3.0F, 2, 11, 3); brazo1.setInitialRotationPoint(-8.0F, -5.0F, 4.0F); brazo1.setInitialRotationMatrix(new Matrix4f().set(new Quaternion(0.0F, 0.0F, 0.0F, 1.0F)).transpose()); brazo1.setTextureSize(64, 64); parts.put(brazo1.boxName, brazo1); brazo2 = new MCAModelRenderer(this, "brazo2", 0, 0); brazo2.mirror = false; brazo2.addBox(0.0F, -11.0F, -3.0F, 2, 11, 3); brazo2.setInitialRotationPoint(6.0F, -5.0F, 4.0F); brazo2.setInitialRotationMatrix(new Matrix4f().set(new Quaternion(0.0F, 0.0F, 0.0F, 1.0F)).transpose()); brazo2.setTextureSize(64, 64); parts.put(brazo2.boxName, brazo2); } @Override public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) { EntityLoompaWhite entity = (EntityLoompaWhite)par1Entity; AnimationHandler.performAnimationInModel(parts, entity); //Render every non-child part cuerpo.render(par7); pierna1.render(par7); pierna2.render(par7); zapatos1.render(par7); zapatos2.render(par7); cabeza.render(par7); brazo1.render(par7); brazo2.render(par7); } @Override public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) {} public MCAModelRenderer getModelRendererFromName(String name) { return parts.get(name); } } RenderModel package yourModPackage.client.renders; import net.minecraft.client.renderer.entity.Render; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; import yourModPackage.common.entities.mobs.EntityLoompaWhite; public class RenderLoompaWhite extends RenderLiving { private static final ResourceLocation LOOMPA_WHITE_TEXTURES = new ResourceLocation(Reference.MODID + ":textures/entity/loompa_white.png"); public static ModelLoompaWhite modelLoompaWhite = new ModelLoompaWhite(); public static float modelHeight = 2F; public RenderLoompaWhite() { super(modelLoompaWhite, 1F); } @Override public void doRender(Entity _entity, double posX, double posY, double posZ, float var8, float var9) { EntityLoompaWhite entity = (EntityLoompaWhite) _entity; GL11.glPushMatrix(); GL11.glDisable(GL11.GL_CULL_FACE); super.doRender(_entity, posX, posY, posZ, var8, var9); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPopMatrix(); } @Override protected void preRenderCallback(EntityLivingBase entityliving, float f) { GL11.glRotatef(180F, 0, 1F, 0F); GL11.glRotatef(180F, 0, 0, 1F); GL11.glTranslatef(0, modelHeight, 0); } @Override protected ResourceLocation getEntityTexture(Entity var1) { return LOOMPA_WHITE_TEXTURES; } } In the extraction of the animation gives me the libraries, but it is necessary to enter them? PD: I already tried to change the libraries for the ones of minecraft and some things I give error Quote
Draco18s Posted December 26, 2016 Posted December 26, 2016 MCAnimator is shit. Don't use it. And by "shit" I mean that it isn't thread safe. I tried using it once and no matter what I did, the game would eventually crash with a ConcurrentModificationException. Quote 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.
ajose0538 Posted December 26, 2016 Author Posted December 26, 2016 Yes, I've noticed that it sucks, what do you recommend me? Quote
trollworkout Posted December 27, 2016 Posted December 27, 2016 generally mc uses setRotationAngles to control motion and setLivingAnimations to control body parts positioning when say is sitting or sprinting jumping etc and sometimes the renderer has more fine tuned connecting entity class with the model most mobs have a repetitive motion for limbs set rotation angles Quote Disclaimer: I been told to keep my opinions to myself, to shut up and that I am spreading lies and misinformation or even that my methods are unorthodox and or too irregular. Here are my suggestions take it or leave it.
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