#Model showing up wrong in game

40 messages · Page 1 of 1 (latest)

cyan anchor
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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?

solemn axleBOT
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Welcome to the help forum! Once your question has been resolved, please mark the post as closed by typing !close.

dense dragon
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!faq optifine-pivot

solemn axleBOT
# dense dragon !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

dense dragon
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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.

cyan anchor
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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?

cyan anchor
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.jem, or .bbmodel?

fickle oasis
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jem

cyan anchor
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sorry if my coding is messy or anything like that, this is my first time messing with anything like this

fickle oasis
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its just your custom sitting animation

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you need to cancel out the vanilla animation first, as that is still applying

cyan anchor
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I thought that might be it

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do I need to cancel it out for each part? (Head, body, legs, and tail)

fickle oasis
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yes

cyan anchor
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I have it canceled out, do I need to cancel each translation and rotation scale?

fickle oasis
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scale is not needed

cyan anchor
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I didn't mean to put scale haha

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but for the translation and rotation, each needs to be canceled out, right?

fickle oasis
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yes

cyan anchor
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not sure what's wrong now, I've canceled out everything and adjusted it all, but it's still messing up heavily in game

fickle oasis
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translations wont work like that, they are annoying

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use if statements with harcoded numbers to offset it

cyan anchor
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could you give an example?

fickle oasis
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"if(is_sitting, -8, -2)"

cyan anchor
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I think I've got it, adjusting it now

cyan anchor
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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?

fickle oasis
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you are using degrees for translations

fickle oasis
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no todeg

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thats why you have such awkward numbers

cyan anchor
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the model has unfortunately not changed

fickle oasis
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Change the numbers then

cyan anchor
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The numbers were adjusted to go back into the way I wanted the animation to look after I removed todeg

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Changing them would make the animation in BB look wonky

fickle oasis
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yes, thats expected

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since blockbench doesnt have the vanilla sitting animation occuring

cyan anchor
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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!

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!close