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Featured Replies

Posted

Well, that thingy is really lacks documentation ;)

The problem is: every information about it that I've found has examples of multi-state animation (starting by click for example). But I need animation with only one animated state. And animation just doesn't start.

"static==false" state model is rendered properly above "static==true" model, but doesn't move. I think the problem is - I need to pass worldTime to ASM somehow, but I cannot figure out how to do that exactly.  

I even made a separate mod just for testing. Here's the contents:

Block:

public class Engine extends Block implements ITileEntityProvider {
    public static final PropertyDirection FACING = PropertyDirection.create("facing");

    public Engine(String name) {
        super(Material.IRON, MapColor.BLACK);
        setRegistryName(name);
        setUnlocalizedName(AnimTest.MODID + ":" + name);
        setCreativeTab(CreativeTabs.MISC);
    }

    @Override
    @SuppressWarnings("deprecation")
    public IBlockState getStateFromMeta(int meta) {
        return getDefaultState().withProperty(FACING, EnumFacing.values()[meta]);
    }

    @Override
    public int getMetaFromState(IBlockState state) {
        return state.getValue(FACING).ordinal();
    }

    @Override
    public ExtendedBlockState createBlockState()
    {
        return new ExtendedBlockState(this, new IProperty[]{ FACING, Properties.StaticProperty }, new IUnlistedProperty[]{ Properties.AnimationProperty });
    }

    @Override
    public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) {
        worldIn.setBlockState(pos, state.withProperty(FACING, EnumFacing.getDirectionFromEntityLiving(pos, placer)), 2);
    }

    public void initModel()
    {
        ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(getRegistryName(), "inventory"));
        ClientRegistry.bindTileEntitySpecialRenderer(EngineTE.class, new AnimationTESR<EngineTE>());
    }

    public void initItemBlockModel()
    {
        Item itemBlock = Item.REGISTRY.getObject(getRegistryName());
        ModelResourceLocation itemModelResourceLocation = new ModelResourceLocation(getRegistryName(), "inventory");
        Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(itemBlock, 0, itemModelResourceLocation);
    }

    @Override
    @SuppressWarnings("deprecation")
    public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos) {
        return state.withProperty(Properties.StaticProperty, true);
    }

    @Override
    @SuppressWarnings("deprecation")
    public boolean isFullCube(IBlockState state)
    {
        return false;
    }

    @Override
    @SuppressWarnings("deprecation")
    public boolean isOpaqueCube(IBlockState state) {
        return false;
    }

    @Override
    @SuppressWarnings("deprecation")
    public boolean hasTileEntity() {
        return true;
    }

    @Nullable
    @Override
    public TileEntity createNewTileEntity(World worldIn, int meta) {
        return new EngineTE();
    }
}

 

TileEntity:

public class EngineTE extends TileEntity{
    private final IAnimationStateMachine asm;

    public EngineTE()
    {
        asm = AnimTest.proxy.load(new ResourceLocation(AnimTest.MODID, "asms/block/engine.json"), ImmutableMap.of());
    }

    @Override
    public boolean hasFastRenderer() {
        return true;
    }

    @Override
    public boolean hasCapability(@Nonnull Capability<?> capability, @Nullable EnumFacing side)
    {
        if(capability == CapabilityAnimation.ANIMATION_CAPABILITY)
        {
            return true;
        }
        return super.hasCapability(capability, side);
    }

    @Override
    @Nullable
    public <T> T getCapability(@Nonnull Capability<T> capability, @Nullable EnumFacing side)
    {
        if(capability == CapabilityAnimation.ANIMATION_CAPABILITY)
        {
            return CapabilityAnimation.ANIMATION_CAPABILITY.cast(asm);
        }
        return super.getCapability(capability, side);
    }
}

 

BlockState:

{
  "forge_marker": 1,
  "defaults": {
    "model": "animtest:engine"
  },
  "variants": {
    "normal": [{}],
    "inventory": [{
      "model": "animtest:engine",
      "submodel": {
        "ring": { "model": "animtest:engine_ring" }
      },
      "transform": "forge:default-block"
    }],
    "facing": {
      "north": { "x":  90 },
      "south": { "x":  90, "y": 180 },
      "west": { "x": 90, "y": 270 },
      "east": { "x":  90, "y": 90 },
      "up": {},
      "down": { "x":  180 }
    },
    "static": {
      "true": { "model": "animtest:engine" },
      "false": { "model": "animtest:engine_ring" }
    }
  }
}

 

Armature:

{
  "joints": {
    "piston": { "0":  [ 1.0 ] }
  },
  "clips": {
    "default": {
      "loop": true,
      "joint_clips": {
        "piston": [
          {
            "variable": "offset_y",
            "type": "uniform",
            "interpolation": "linear",
            "samples": [0, 1, 2, 3, 4, 3, 2, 1]
          }
        ]
      },
      "events": {}
    }
  }
}

 

ASM:

{
  "parameters": {
  },
  "clips": {
    "default": "animtest:block/engine@default"
  },
  "states": [
    "default"
  ],
  "transitions": {
  },
  "start_state": "default"
}

 

Edited by ZigTheHedge
solved!

10 hours ago, ZigTheHedge said:

Here's the contents:

I see that you don't have a parameter section in your armature file without it the system doesn't know where in the animation it is and assumes 0. Not sure if you've seen this documentation.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author

I've seen the documentation. And even tried to include something in "parameters" with no luck. I don't get the main idea of animation basis I think... I thought that system will automatically pass world time or something to ASM file, so clips from Arm can animate...

On 8/9/2019 at 6:16 AM, ZigTheHedge said:

"samples": [0, 1, 2, 3, 4, 3, 2, 1]

It could also be the fact that these are not less than 0. 1 means a whole block(I think.). It's really been a while since I took a look at this system.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author
On 8/10/2019 at 5:30 PM, Animefan8888 said:

1 means a whole block(I think.)

I'll try this out, thanks.

Edited by ZigTheHedge

  • Author

Problem solved. The problem was in my armature file name. It was "engine.json" instead of animated part of block, which is called "engine_ring.json". Thanks for the help!

Keep in mind that ITileEntityProvider is deprecated and should not be used.

Edited by DavidM

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