ZigTheHedge Posted August 9, 2019 Share Posted August 9, 2019 (edited) 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 August 12, 2019 by ZigTheHedge solved! Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted August 9, 2019 Share Posted August 9, 2019 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. Quote 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. Link to comment Share on other sites More sharing options...
ZigTheHedge Posted August 10, 2019 Author Share Posted August 10, 2019 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... Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted August 10, 2019 Share Posted August 10, 2019 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. Quote 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. Link to comment Share on other sites More sharing options...
ZigTheHedge Posted August 11, 2019 Author Share Posted August 11, 2019 (edited) On 8/10/2019 at 5:30 PM, Animefan8888 said: 1 means a whole block(I think.) I'll try this out, thanks. Edited August 11, 2019 by ZigTheHedge Quote Link to comment Share on other sites More sharing options...
ZigTheHedge Posted August 12, 2019 Author Share Posted August 12, 2019 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! Quote Link to comment Share on other sites More sharing options...
DavidM Posted August 12, 2019 Share Posted August 12, 2019 (edited) Keep in mind that ITileEntityProvider is deprecated and should not be used. Edited August 12, 2019 by DavidM Quote Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support. Link to comment Share on other sites More sharing options...
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