#Rotating sub-bone the same as parent-bone

15 messages · Page 1 of 1 (latest)

spiral elk
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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?

spiral elk
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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.

latent siren
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I think you have to change from local to global, at the top bar

solar tinsel
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If you want to rotate the whole leg you have to give both leg parts the same pivot point

spiral elk
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If I do that then I can't rotate the bottom one properly.

solar tinsel
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well, those are your options in that format though

spiral elk
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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.

solar tinsel
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because the ingame format has no concept of bones

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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)

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which I guess is what already happens with the current "group" information atm 🤔

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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

small vectorBOT
spiral elk
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Okay, I will probably do that. Thanks!

solar tinsel
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!close