Jump to content

How to rotate z-axsis


DJ1TJOO

Recommended Posts

Because Minecraft does not distinguish between North/South as being distinct from East/West with regards to models.

The only way to do what you want is to rotate on both X and Y.

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.

Link to comment
Share on other sites

Just now, Draco18s said:

Because Minecraft does not distinguish between North/South as being distinct from East/West with regards to models.

The only way to do what you want is to rotate on both X and Y.

I've tried but it doesn't seem to work setted y: 90 and x to the z rotation I wanted didn't work

Link to comment
Share on other sites

Vanilla blockstates don't allow a rotation around the Z axis at all.  It's doable with Forge blockstates, but you should avoid using those in 1.14.4, and you can't use them at all in 1.15.x.

 

As for a rotation around the Z axis: you actually don't need it, as long as your unrotated model faces along the Z axis (i.e. the default facing is either north or south).  If that's the case, you can get any of the six rotations with a single rotation around either the X or Y axis.

 

Example: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/resources/assets/pneumaticcraft/blockstates/aphorism_tile.json

Link to comment
Share on other sites

2 minutes ago, desht said:

Vanilla blockstates don't allow a rotation around the Z axis at all.  It's doable with Forge blockstates, but you should avoid using those in 1.14.4, and you can't use them at all in 1.15.x.

 

As for a rotation around the Z axis: you actually don't need it, as long as your unrotated model faces along the Z axis (i.e. the default facing is either north or south).  If that's the case, you can get any of the six rotations with a single rotation around either the X or Y axis.

 

Example: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/resources/assets/pneumaticcraft/blockstates/aphorism_tile.json

how do I unrotate the z axsis?

Link to comment
Share on other sites

1 minute ago, DJ1TJOO said:

how do I unrotate the z axsis?

No clue what you mean by that, sorry.

 

Edit: if you're referring to the "unrotated model" I mentioned, what I mean by that is the model data as loaded from JSON, or OBJ, or wherever.  Have the default facing be along the Z axis, and you can get all six orientations with one rotation about X or Y.

Edited by desht
Link to comment
Share on other sites

Another useful example is any vanilla rotatable block (furnace/dispenser/etc.).  If you inspect the models for those in your IDE, you'll see they all ultimately use block/cube, and block/cube defines the #front texture as the north face of the (unrotated) block.

Link to comment
Share on other sites

2 minutes ago, DJ1TJOO said:

So my model is against a wall so I should put it on the west or east side correct? Instead of on the north side

Again, don't know what you mean. Why would it being against a wall have any effect on anything?  Just have the model face north or south.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.