I want to rotate the leg of this entity model that I made but it won't move sub-bones with it, it just rotates them in place.
I want the lower leg bone to follow the path and stay connected to the upper leg bone.
Is there a way to do that, or am I stuck with manually lining up the lower leg every time?
#Rotating sub-bone the same as parent-bone
15 messages · Page 1 of 1 (latest)
It rotates it that way with generic models and all the other model types in Blockbench.
And that's how it works in other 3d modeling software such as Blender.
I don't understand why it is different with java block/item models in Blockbench.
I think you have to change from local to global, at the top bar
Because Java Block/Item has no bones.
They are just groups for the sake of organisation and selecting easier.
If you want to rotate the whole leg you have to give both leg parts the same pivot point
If I do that then I can't rotate the bottom one properly.
well, those are your options in that format though
I still don't understand why that option can't be there in that format. I just want an easier way to rotate the leg than to have to manually move the bottom, or change the pivot point over and over.
because the ingame format has no concept of bones
so assuming we do change it to the way you want it you'd lose all that information on export (or add a bunch of data to the model the game can't read anyways)
which I guess is what already happens with the current "group" information atm 🤔
but yeah, since there is no (element) animations there is no real bone system in that format.
If you'd like that to be changed to act like a bone system you could suggest it on #bb-feedback-archive or on the github
Feel free to report any bugs or suggest features at https://github.com/JannisX11/blockbench/issues.
Okay, I will probably do that. Thanks!
!close