Hi! I'm very very new to making custom entity models, but really wanted to give it a shot! I work on textures for a server I'm in and wanted to add a named dependent custom model with a cat as a base for the server owner! (and also to expand my skills) I'm definitely not talented when it comes to coding, but I've been trying my best. In BB, the model shows up great, but in minecraft the texture is just fucked. To be fair, I don't use optifine and instead use mods such as EMF and ETF, but I don't think that should be the issue. What can I do to fix this?
#Model showing up wrong in game
40 messages · Page 1 of 1 (latest)
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!faq optifine-pivot
(Result for "optifine-pivots")
If you remodel an entity model with Optifine and the model looks broken in-game make sure that top level bones/folders/groups are the exact same as the ones for the default model. This means the pivot point locations, and bone rotations.
You can see the default model pivot points and rotations by loading the model with the CEM template loader plugin.
If you wish to change the pivot points, you need to use custom animations: https://youtu.be/arj2eim42KI
Also, ingame the body bone of most quadruped mobs gets rotated 90 degress via an animation. The CEM temlplate loader adds a rotation bone inside the body bone to counter that (so it looks fine ingame and in BB). If you didn't use that it would explain your model's rotated body.
Thank you so much, I've figured out the rotation accident with "this.rx" : 0, and the model's rotated body/tail is now fixed. I'm still struggling with the other stuff though, and checked each and every one of my pivot points and they're all the exact same as the default model's. I'm wondering if it's some sort of issue with vanilla animations?
send the model
.jem, or .bbmodel?
jem
sorry if my coding is messy or anything like that, this is my first time messing with anything like this
its just your custom sitting animation
you need to cancel out the vanilla animation first, as that is still applying
I thought that might be it
do I need to cancel it out for each part? (Head, body, legs, and tail)
yes
I have it canceled out, do I need to cancel each translation and rotation scale?
scale is not needed
I didn't mean to put scale haha
but for the translation and rotation, each needs to be canceled out, right?
yes
not sure what's wrong now, I've canceled out everything and adjusted it all, but it's still messing up heavily in game
translations wont work like that, they are annoying
use if statements with harcoded numbers to offset it
could you give an example?
"if(is_sitting, -8, -2)"
I think I've got it, adjusting it now
removed all of the cancel.t(x,y,z), adjusted my if statements, and it's still broken, am I doing something wrong in my if statements?
you are using degrees for translations
look at my example
no todeg
thats why you have such awkward numbers
the model has unfortunately not changed
Change the numbers then
The numbers were adjusted to go back into the way I wanted the animation to look after I removed todeg
Changing them would make the animation in BB look wonky
yes, thats expected
since blockbench doesnt have the vanilla sitting animation occuring
Still having issues with it and am unsure of how to fix it. After working on this for several days I think I'll either have to start over for another time with the new stuff I've learned, keep fiddling with it and pray it works, or simply scrap the project which is what I'm leaning toward for now. Thank you so much for the help you've given me so far, it's been very helpful!
!close