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Posted (edited)

Hi,

 

i am relatively new to the minecraft modding, but I think I am making progress. I created a spinning wheel which processes strings and i wanted to add an animation when it is working. Therefore I created a blockstate and two blockmodels (json), which are chosen depending on an update from the tileentity.

This works, but the animation looks bad since it does not render always all textures (black parts, but not black/purple).

The Inventory rendering works fine.

 

blockstate:

{
    "forge_marker":1,
    "defaults": {"model":"dcm:spinning_wheel"},
    "variants": {
        "normal": { "model": "dcm:spinning_wheel" },
        "facing=north,spinning=false": { "model": "dcm:spinning_wheel" },
        "facing=east,spinning=false": { "model": "dcm:spinning_wheel", "y": 90 },
        "facing=south,spinning=false": { "model": "dcm:spinning_wheel", "y": 180 },
        "facing=west,spinning=false": { "model": "dcm:spinning_wheel", "y": 270 },
        "facing=north,spinning=true": { "model": "dcm:spinning_wheel_animated" },
        "facing=east,spinning=true": { "model": "dcm:spinning_wheel_animated", "y": 90 },
        "facing=south,spinning=true": { "model": "dcm:spinning_wheel_animated", "y": 180 },
        "facing=west,spinning=true": { "model": "dcm:spinning_wheel_animated", "y": 270 },
        "inventory": {
            "model": "dcm:spinning_wheel_animated"
        }
    }
}

 

models/block/spinning_wheel.json (animates fine in blockbench): https://pastebin.com/1ZejTUpQ

 

spinning_wheel.png.mcmeta

{
    "animation": {
        "frames": [
            {"index": 0, "time": 2},
            {"index": 1, "time": 2},
            {"index": 2, "time": 2}
        ]
    }
}

 

Any ideas what I am doing wrong? If you need more files just let me know.

I fear I need something like this: https://mcforge.readthedocs.io/en/latest/tileentities/tesr/ but it is quite complicated.

 

Or do I need to do it like this? 

 

 

I added some images so you might get a better understanding of my problem.

 

Best regards and thanks so far

Autodiax

no_input.png

working_1.png

working_2.png

working_3.png

spinning_wheel.png

 

Git-Repository: https://github.com/Autodidax86/demoncycle 

Edited by Autodidax
added git repo for future users with same issues
Posted
11 hours ago, Autodidax said:

Or do I need to do it like this? 

Looks like this is true. It also looks like the models are just being added together.

  • Thanks 1

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.

Posted

ok, i got it working... but there is still a bug: the default blockstate is still rendered when I place the block. Means the spinning wheel is rotating fine, but a static variant of the block is always visible.

 

 

spinning.png

Posted
2 hours ago, Autodidax said:

ok, i got it working... but there is still a bug: the default blockstate is still rendered when I place the block. Means the spinning wheel is rotating fine, but a static variant of the block is always visible.

Post your updated files.

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.

Posted (edited)

Thank you so much for your help. You can also browse my code on github: https://github.com/Autodidax86/demoncycle 

 

assets.dcm.blockstates.block_spinning_wheel.json

{
    "forge_marker":1,
    "defaults": {"model":"dcm:spinning_wheel"},
    "variants": {
        "normal": { "model": "dcm:spinning_wheel" },
        "facing=north,static=true": { "model": "dcm:spinning_wheel" },
        "facing=east,static=true": { "model": "dcm:spinning_wheel", "y": 90 },
        "facing=south,static=true": { "model": "dcm:spinning_wheel", "y": 180 },
        "facing=west,static=true": { "model": "dcm:spinning_wheel", "y": 270 },
        "facing=north,static=false": { "model": "dcm:spinning_wheel_animated" },
        "facing=east,static=false": { "model": "dcm:spinning_wheel_animated", "y": 90 },
        "facing=south,static=false": { "model": "dcm:spinning_wheel_animated", "y": 180 },
        "facing=west,static=false": { "model": "dcm:spinning_wheel_animated", "y": 270 },
        "inventory": {
            "model": "dcm:spinning_wheel_animated"
        }
    }
}

 

 

assets.dcm.models.block.spinning_wheel.json 
https://pastebin.com/LrU5t3HL

 

assets.dcm.models.block.spinning_wheel_animated.json

https://pastebin.com/g23StqQj

 

block.BlockSpinningWheel.java

package com.autodidax.demoncycle.block;

import java.util.Random;

import com.autodidax.demoncycle.Main;
import com.autodidax.demoncycle.container.BlockContainerBase;
import com.autodidax.demoncycle.init.ModBlocks;
import com.autodidax.demoncycle.tileentities.TileEntitySpinningWheel;
import com.autodidax.demoncycle.util.Reference;

import net.minecraft.block.BlockHorizontal;
import net.minecraft.block.ITileEntityProvider;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumBlockRenderType;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.Mirror;
import net.minecraft.util.Rotation;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.common.property.ExtendedBlockState;
import net.minecraftforge.common.property.IUnlistedProperty;
import net.minecraftforge.common.property.Properties;

public class BlockSpinningWheel extends BlockContainerBase implements ITileEntityProvider {

	public static final AxisAlignedBB SPINNING_WHEEL_NORTH_AABB = new AxisAlignedBB(1D, 0, 0.75D, 0.125D, 1.25D, 0.25D);
	public static final AxisAlignedBB SPINNING_WHEEL_WEST_AABB = new AxisAlignedBB(0.25D, 0, 0, 0.75D, 1.25D, 0.875D);
	public static final AxisAlignedBB SPINNING_WHEEL_SOUTH_AABB = new AxisAlignedBB(0, 0, 0.25D, 0.875D, 1.25D, 0.75D);
	public static final AxisAlignedBB SPINNING_WHEEL_EAST_AABB = new AxisAlignedBB(0.75D, 0, 0.125D, 0.25D, 1.25D, 1D);
	
	public static final PropertyDirection FACING = BlockHorizontal.FACING;
	//public static final PropertyBool SPINNING = PropertyBool.create("spinning");
	
	public BlockSpinningWheel(String name) {
		super(name, Material.WOOD);
		setSoundType(SoundType.WOOD);
		//this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
	}

	@Override
	public boolean isOpaqueCube(IBlockState state) {
		return false;
	}
	
	@Override
	public boolean isFullCube(IBlockState state) {
		return true;
	}
	
	@Override
	public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) {		
		switch ((EnumFacing)state.getValue(FACING))
        {
            case NORTH:
                return SPINNING_WHEEL_NORTH_AABB;
            case SOUTH:
                return SPINNING_WHEEL_SOUTH_AABB;
            case WEST:
                return SPINNING_WHEEL_WEST_AABB;
            case EAST:
            	return SPINNING_WHEEL_EAST_AABB;
            default:
                return SPINNING_WHEEL_SOUTH_AABB;
        }

	}
	
	@Override
	public Item getItemDropped(IBlockState state, Random rand, int fortune) {
		return Item.getItemFromBlock(ModBlocks.BLOCK_SPINNING_WHEEL);
	}
	
	@Override
	public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state) {
		return new ItemStack(ModBlocks.BLOCK_SPINNING_WHEEL);	
	}
	
	@Override
	public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn,
			EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) {
		if(!worldIn.isRemote) {
			TileEntity tileentity = worldIn.getTileEntity(pos);
			
			if(tileentity instanceof TileEntitySpinningWheel) {
				playerIn.openGui(Main.Instance, Reference.GUI_SPINNING_WHEEL, worldIn, pos.getX(), pos.getY(), pos.getZ());
			}
		}
		
		return true;
	}
	
	@Override
	public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state) 
	{
		if (!worldIn.isRemote) 
        {
            IBlockState north = worldIn.getBlockState(pos.north());
            IBlockState south = worldIn.getBlockState(pos.south());
            IBlockState west = worldIn.getBlockState(pos.west());
            IBlockState east = worldIn.getBlockState(pos.east());
            EnumFacing face = (EnumFacing)state.getValue(FACING);

            if (face == EnumFacing.NORTH && north.isFullBlock() && !south.isFullBlock()) face = EnumFacing.SOUTH;
            else if (face == EnumFacing.SOUTH && south.isFullBlock() && !north.isFullBlock()) face = EnumFacing.NORTH;
            else if (face == EnumFacing.WEST && west.isFullBlock() && !east.isFullBlock()) face = EnumFacing.EAST;
            else if (face == EnumFacing.EAST && east.isFullBlock() && !west.isFullBlock()) face = EnumFacing.WEST;
            worldIn.setBlockState(pos, state.withProperty(FACING, face), 2);
        }
	}

//	public static void setState(boolean active, World worldIn, BlockPos pos) 
//	{		
//		IBlockState state = worldIn.getBlockState(pos);
//		TileEntity tileentity = worldIn.getTileEntity(pos);
		
//		if(active) {
//			System.out.println("BlockUpdate: Spinning=true");
//			worldIn.setBlockState(pos, state.withProperty(SPINNING, true), 3);
//		}
//		else {
//			System.out.println("BlockUpdate: Spinning=false");
//			worldIn.setBlockState(pos, state.withProperty(SPINNING, false), 3);
//		}
		
//		if(tileentity != null) 
//		{
//			tileentity.validate();
//			worldIn.setTileEntity(pos, tileentity);
//		}
//	}
	
	@Override
	public boolean hasTileEntity(IBlockState state) 
	{
		return true;
	}

	@Override
	public TileEntity createNewTileEntity(World worldIn, int meta) {
		// TODO Auto-generated method stub
		return new TileEntitySpinningWheel();
	}
	
	@Override
	public IBlockState getStateForPlacement(World world, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer, EnumHand hand) 
	{
		return this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing().getOpposite());
	}
	
	@Override
	public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) 
	{
		worldIn.setBlockState(pos, this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing().getOpposite()), 2);
	}
	
	@Override
	public EnumBlockRenderType getRenderType(IBlockState state) 
	{
		return EnumBlockRenderType.MODEL;
	}
	
	@Override
	public IBlockState withRotation(IBlockState state, Rotation rot)
	{
		return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING)));
	}
	
	@Override
	public IBlockState withMirror(IBlockState state, Mirror mirrorIn) 
	{
		return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING)));
	}
	
	@Override
	protected BlockStateContainer createBlockState() 
	{
		//return new BlockStateContainer(this, new IProperty[] {SPINNING,FACING});
		return new ExtendedBlockState(this, new IProperty<?>[] { FACING, Properties.StaticProperty }, new IUnlistedProperty<?>[] { Properties.AnimationProperty });
	}
	
	@Override
	public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos) {
		// TODO Auto-generated method stub
		return state.withProperty(Properties.StaticProperty, true);
	}
	
	@Override
	public IBlockState getStateFromMeta(int meta) 
	{
		EnumFacing facing = EnumFacing.getFront(meta);
		if(facing.getAxis() == EnumFacing.Axis.Y) facing = EnumFacing.NORTH;
		return this.getDefaultState().withProperty(FACING, facing);
	}
	
	@Override
	public int getMetaFromState(IBlockState state) 
	{
		return ((EnumFacing)state.getValue(FACING)).getIndex();
	}
}

 

tileentities.TileEntitySpinningWheel.java

package com.autodidax.demoncycle.tileentities;

import com.autodidax.demoncycle.Main;
import com.autodidax.demoncycle.block.BlockSpinningWheel;
import com.autodidax.demoncycle.init.ModBlocks;
import com.autodidax.demoncycle.init.ModItems;
import com.autodidax.demoncycle.items.ItemBase;
import com.autodidax.demoncycle.recipes.SpinningWheelRecipes;
import com.autodidax.demoncycle.util.Reference;
import com.google.common.collect.ImmutableMap;

import net.minecraft.block.Block;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.inventory.ISidedInventory;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.item.crafting.FurnaceRecipes;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ITickable;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraftforge.client.model.ModelLoaderRegistry;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.common.model.animation.CapabilityAnimation;
import net.minecraftforge.common.model.animation.IAnimationStateMachine;
import net.minecraftforge.fml.common.FMLCommonHandler;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.ItemStackHandler;

public class TileEntitySpinningWheel extends TileEntity implements ITickable {

	private ItemStackHandler spinningWheelItemStacks = new ItemStackHandler(2);
	private String customName;
	private ItemStack spinning = ItemStack.EMPTY;
	private final IAnimationStateMachine asm;
	private int processTime; 
	private int totalProcessTime;

	public TileEntitySpinningWheel() {
		if (FMLCommonHandler.instance().getSide() == Side.CLIENT) {
			asm = ModelLoaderRegistry.loadASM(new ResourceLocation(Reference.MOD_ID + ":asms/block/spinning_wheel_animated.json"), ImmutableMap.of());
		} else asm = null;
	}
	
	@Override
	public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
		if (capability == CapabilityAnimation.ANIMATION_CAPABILITY) {
			return CapabilityAnimation.ANIMATION_CAPABILITY.cast(asm);
		}
		else if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
			return (T) this.spinningWheelItemStacks;
		}
			
		return super.getCapability(capability, facing);
	}
	
	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
		// TODO Auto-generated method stub
		return getCapability(capability, facing) != null;
	}

	public boolean hasCustomName() {
		return this.customName != null && !this.customName.isEmpty();
	}

	public void setCustomName(String customName) {
		this.customName = customName;
	}

	@Override
	public ITextComponent getDisplayName() {
		return this.hasCustomName() ? new TextComponentString(this.customName)
				: new TextComponentTranslation("container.spinning_wheel");
	}

	@Override
	public void readFromNBT(NBTTagCompound compound) {
		super.readFromNBT(compound);
		this.spinningWheelItemStacks.deserializeNBT(compound.getCompoundTag("Inventory"));
		this.processTime = compound.getInteger("ProcessTime");
		this.totalProcessTime = compound.getInteger("ProcessTimeTotal");
		
		if (compound.hasKey("CustomName", 8))
			this.setCustomName(compound.getString("CustomName"));
	}

	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound compound) {
		super.writeToNBT(compound);
		compound.setInteger("ProcessTime", (short) this.processTime);
		compound.setInteger("ProcessTimeTotal", (short) this.totalProcessTime);
		compound.setTag("Inventory", this.spinningWheelItemStacks.serializeNBT());

		if (this.hasCustomName())
			compound.setString("CustomName", this.customName);
		return compound;
	}

	public boolean isWorking() {
		return true; //this "furnace" will always work
	}

	@SideOnly(Side.CLIENT)
	public static boolean isWorking(TileEntitySpinningWheel te) {
		return te.getField(0) > 0;
	}

	public void update()
	{
		if(!this.world.isRemote)
		{
			ItemStack input = this.spinningWheelItemStacks.getStackInSlot(0);
			this.totalProcessTime = this.getItemProcessTime(input);
			if (!input.isEmpty())
			{				
				if (this.canBeProcessed(input)) {
					++this.processTime;
					
					if(this.processTime == this.totalProcessTime)
					{
						this.processTime = 0;
						this.totalProcessTime = this.getItemProcessTime(input);
						this.processItem(input);
					}
					else {
						//BlockSpinningWheel.setState(true, this.world, pos);
					}
				}
				else
				{
					this.processTime = 0;
					//BlockSpinningWheel.setState(false, this.world, pos);
				}
			}
			else if (this.processTime > 0)
			{
				this.processTime = MathHelper.clamp(this.processTime - 2, 0, this.totalProcessTime);
			}
			else {
				//BlockSpinningWheel.setState(false, this.world, pos);
			}
		}
		
		this.markDirty();
	}
	
	public void processItem(ItemStack input)
    {
        if (this.canBeProcessed(input))
        {
        	int inputAmount = SpinningWheelRecipes.getInstance().getInputAmount(input);
            ItemStack resultItem = SpinningWheelRecipes.getInstance().getSpinningResult(input);
            ItemStack output = this.spinningWheelItemStacks.getStackInSlot(1); //output

            if (output.isEmpty())
            {
                this.spinningWheelItemStacks.setStackInSlot(1, resultItem.copy());
            }
            else if (output.getItem() == resultItem.getItem())
            {
            	output.grow(resultItem.getCount());
            }

            input.shrink(inputAmount);
        }
    }

	private boolean canBeProcessed(ItemStack item) {
		if (item.isEmpty())
		{
			return false;
		}
		else {
			ItemStack result = SpinningWheelRecipes.getInstance().getSpinningResult(item);
			
			if (result.isEmpty()) {
				return false;
			}
				
			else {
				ItemStack output = (ItemStack) this.spinningWheelItemStacks.getStackInSlot(1);
				if (output.isEmpty()) return true;
				if (!output.isItemEqual(result)) return false;
					
				int res = output.getCount() + result.getCount();
				return res <= 64 && res <= output.getMaxStackSize();
			}
		}
	}

	public static int getItemProcessTime(ItemStack item) {
		return 200; //we have no fuel but we want to have a process time per item
	}

	public static boolean isItemValid(ItemStack item) {
		return SpinningWheelRecipes.getInstance().getSpinningResult(item) != ItemStack.EMPTY;
	}

	public boolean isUsableByPlayer(EntityPlayer player) {
		return this.world.getTileEntity(this.pos) != this ? false
				: player.getDistanceSq((double) this.pos.getX() + 0.5D, (double) this.pos.getY() + 0.5D,
						(double) this.pos.getZ() + 0.5D) <= 64.0D;
	}

	public int getField(int id) {
		switch (id) {
		case 0:
			return this.processTime;
		case 1:
			return this.totalProcessTime;
		default:
			return 0;
		}
	}

	public void setField(int id, int value) {
		switch (id) {
		case 0:
			this.processTime = value;
			break;
		case 1:
			this.totalProcessTime = value;
		}
	}
}

 

Edited by Autodidax
Posted
5 minutes ago, Autodidax said:

dcm

SIde note has nothing to do with your actual problem, but this is a terrible modid. Make it longer, don't use an acronym. Because someone else could come along with the same acronym for a different mod. Then they won't be compatible. ?

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.

Posted
17 minutes ago, Autodidax said:

Thank you so much for your help.

Did you fully read my tutorial because is seems you just copied my armatures file. And you don't need to have two separate models for animated and non-animated while using the animation system. The animation system allows you to animate specific section of your model or multiple sections of your model. So you can just tell all the parts of the wheel in the model to rotate around a specific axis.

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.

Posted (edited)
On 8/22/2019 at 10:31 PM, Animefan8888 said:

SIde note has nothing to do with your actual problem, but this is a terrible modid. Make it longer, don't use an acronym. Because someone else could come along with the same acronym for a different mod. Then they won't be compatible. ?

changed. Thanks for the notice.

 

On 8/22/2019 at 10:44 PM, Animefan8888 said:

Did you fully read my tutorial because is seems you just copied my armatures file. And you don't need to have two separate models for animated and non-animated while using the animation system. The animation system allows you to animate specific section of your model or multiple sections of your model. So you can just tell all the parts of the wheel in the model to rotate around a specific axis.

i read it again and rewrote everything, I think i am close to success. I only need to understand the armature-json a little bit better. I re-ordered the blocks in my model and defined a group 1 with all  with all the parts that should rotate. I defined two clips (default/moving) but I guess the moving part is wrong. Need to read more forge-documentation.

 

Thanks a lot for the support!

 

edit: got it working, it is sth. like this. Now the whole wheel rotates around the center of the cube but I will figure out that on my own.

 

edit2: wheel now rotates smooth around its own axis. But there is still a static "copy" of the blocks that are rotating.

 

{
    "joints": {
        // I am unsures as to why the element is bound to an array. But only the first value matters as it is used as a multiplier.
        
        //elements for the weel: 0 - 20 (21 Elements)
        "group1": { "0": [1.0], "1": [1.0], "2": [1.0], "3": [1.0], "4": [1.0], "5": [1.0], "6": [1.0], "7": [1.0], "8": [1.0], "9": [1.0], "10": [1.0], "11": [1.0],"12": [1.0],"13": [1.0],"14": [1.0],"15": [1.0],"16": [1.0],"17": [1.0],"18": [1.0],"19": [1.0],"20": [1.0]}
        //"group2": { "1": [1.0], "2": [1.0] } // Element 2 and 3
    },
    "clips": {
        "default": {
            "loop": false, // DO not loop
            "joint_clips": {}, // No change to the model
            "events": {} // No events
        },
        "moving": {
            "loop": true, // Loop animation
            "joint_clips": {
                "group1": [                     
                      {
                        "variable": "axis_z",
                        "type": "uniform",
                        "interpolation": "nearest",
                        "samples": [ 1 ]
                      },
                      { 
                        "variable": "origin_x",
                        "type": "uniform",
                        "interpolation": "nearest",
                        "samples": [ 0.421875 ]
                      },
                      { 
                        "variable": "origin_y",
                        "type": "uniform",
                        "interpolation": "nearest",
                        "samples": [ 0.859375 ]
                      },
                      { 
                        "variable": "origin_z",
                        "type": "uniform",
                        "interpolation": "nearest",
                        "samples": [ 0.5 ]
                      },
                      {
                        "variable": "angle",
                        "type": "uniform",
                        "interpolation": "linear",
                        "samples": [0, 120, 240, 0, 120, 240]
                      }
                ]
            },
            "events": {
            } 
        }
    }
}

 

edit3: static copy is gone, but i cannot switch between moving/default states although triggering:

 

private void SwitchAnimationState(String newState) {
		String currentState = this.asm.currentState();
		
		if(!currentState.equalsIgnoreCase(newState)) {
			System.out.println("Switching states.. new state: " + newState);
			this.asm.transition(newState);
		}		
	}

 

Edited by Autodidax
Posted

If I might ask you a few more questions although the original problem is solved (forge documentation does not give me a hint):

 

I want to start/stop the animation, dependend on the actual state of the tileEntity (is it processing something). Therefore I call a method in my TileEntitySpinningWheel.update()-method that does the following:

 

private void SwitchAnimationState(String newState) {
		String currentState = this.asm.currentState();
		
		if(!currentState.equalsIgnoreCase(newState)) {
			System.out.println("Switching states.. new state: " + newState);
			this.asm.transition(newState);
		}		
	}

 

ASM-Transition is done but the wheel is still spinning. I expected the ASM to switch to this clip:

 

"default": {
            "loop": false, // DO not loop
            "joint_clips": {}, // No change to the model
            "events": {} // No events
        },

and stop moving, but it does not.

 

I modified the "start_state" value of my ams.block.block_spinning_wheel.json to test both, default and moving, they seem to work.

Do I need to "refresh" the blockstate somehow?

I have seen you work with this static-variable but I do not have another block-model, do I need one?

 

 

Posted
10 minutes ago, Autodidax said:

ASM-Transition is done but the wheel is still spinning. I expected the ASM to switch to this clip:

That's exactly what should be happening

 

11 minutes ago, Autodidax said:

Do I need to "refresh" the blockstate somehow?

The blockstate should have no say here as long as it has the ANIMATION PROPERTY which is does.

18 minutes ago, Autodidax said:

I have seen you work with this static-variable but I do not have another block-model, do I need one?

The static variable lets you render one model without animation at all and another model with animation. I believe they are rendered at the same time.

  • Like 1

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.

Posted (edited)

that drives me crazy :D how can I stop this animation? Will start a new thread for that, the original problem is solved.

 

Edited by Autodidax

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