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Posted

How to i give a mob custom motions when moving? I just can't get it to work. when i try adding rotations into the model file it works fine but the mob looks like every piece of it has been scrambled in a jumble. If anyone knows what im doing wrong please help! :'(

following this. this is also info i need.

Also, I should have you know that you are reading my signature.

First thing to check is where the origo/center of the rotation for each cube?

The blue sphere marks the rotation point, which the part will rotate around. If the center is miss placed you get weird acting animations.

If for example it's at the bottom of the leg, the leg will rotate down to the ground by disconnecting from the hip :P

 

 

If you guys dont get it.. then well ya.. try harder...

Animations are done by some calculations inside the SetRatationAngles() method in your model file.

this.Head.rotateAngleY = par4 / (180F / (float)Math.PI);
	this.Head.rotateAngleX = par5 / (180F / (float)Math.PI);
	this.ArmRight.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F;
	this.ArmLeeft.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
	this.ArmRight.rotateAngleZ = 0.0F;
	this.ArmLeeft.rotateAngleZ = 0.0F;
	this.LegRight.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
	this.LegLeft.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
	this.LegRight.rotateAngleY = 0.0F;
	this.LegLeft.rotateAngleY = 0.0F;

this lets my model to move exactly like the player in minecraft.

i coppied this code from the ModelBiped Class

three is an comment above the setRotationAngles of this class which should help you understand the way it works a little more.

 

and setting up the model properly like Mazetar said is also a key thing to animations. otherwise you will get all messed up animattions :P

so let me get this straight:

rotationZ rotates the limb around the Z axis, as well as the others?

is there a method you need to override to get the walking animation seperate from an attack animation?

 

Also, I should have you know that you are reading my signature.

my mob is being animated correctly. both parts of the leg should move but only the lower part moves.

width=800 height=413https://dl.dropbox.com/u/87762025/2013-03-02_10.22.12.png[/img]

here's my code

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);

	this.Body.rotateAngleY = f4 / (180F / (float)Math.PI);
	this.leg_1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.sub_leg_1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.leg_2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
	this.sub_leg_2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;

	this.leg_3.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.sub_leg_3.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.leg_4.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
	this.sub_leg_4.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;

	this.leg_5.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.sub_leg_5.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.leg_6.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
	this.sub_leg_6.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
}

my mob is being animated correctly. both parts of the leg should move but only the lower part moves.

width=800 height=413https://dl.dropbox.com/u/87762025/2013-03-02_10.22.12.png[/img]

here's my code

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);

	this.Body.rotateAngleY = f4 / (180F / (float)Math.PI);
	this.leg_1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.sub_leg_1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.leg_2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
	this.sub_leg_2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;

	this.leg_3.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.sub_leg_3.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.leg_4.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
	this.sub_leg_4.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;

	this.leg_5.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.sub_leg_5.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
	this.leg_6.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
	this.sub_leg_6.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
}

the code i provided is only working for animations which have to rotate only 1 part of the entity leg.

im currently trying to figure out how to do these advanced animations by studying the Ender Dragon Model File. the ender dragon does it by adding the wing tip as a child of the main wing.

so the wing tip move like the normal wing but has it own animation as wel.

so let me get this straight:

rotationZ rotates the limb around the Z axis, as well as the others?

is there a method you need to override to get the walking animation seperate from an attack animation?

 

you only have to check if the Entity is walking or attacking.

you could do that by setting up a variable in your model file and check if the entity is just walking or attacking.

if you want to animate the arms differently you could do this.

if(isAtacking){
    // Setup your arms in the way you like
}else{
    //Normal arm animation
}
//Rest of the Animation

  • Author

Still not working. I tried it and my mob's pieces were scrambled. I tried making another mob (Different model and entity code) and it ended up getting the player model instead. this is messed up.

  • Author

I got it working! It is working unbelievably well. the problem was i forgot to register the files of the entity in clientproxy.

Thanx guys!

 

Now I just need to figure out how to get its ears to move in synch with the head :/

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