#Rotation woes for FOSS ModelEngine replacement

13 messages · Page 1 of 1 (latest)

mystic heron
#

G'morning, I'm a plugin developer / game studio lead that makes free open source plugins for MC. Recently ModelEngine moved away from Spigot and started charging more, so I decided to do something I've been meaning to do for a long time and just replace it with a free open-source alternative with the GPLV3 license.
Now, I got most everything working - I can convert the model correctly, I can place static models in the world correctly and in general everything works as expected.
However, as I was adding animations, I somewhat ran into a wall related to the way the animation rotations are done.

Would it be possible to get some confirmation about how BlockBench rotates animations in the backend? Is it using euler angles with a specific order of operations, or is it converting it to a quaternion for rotation purposes?

You can see in the pic that I am very, very close, but there's just something not right with the way I'm trying to do rotations

undone blazeBOT
#
Welcome to the help forum!

Please make sure to read #1029373817119838218 as it may answer your question!

Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.

mystic heron
#

do let me know if the ticket needs to be opened elsewhere, not sure hat the correct place for it would be

#

it would be also neat if someone knows the differences in the ways rotations are applies between BB and MC~~, I believe the X axis is flipped from MC for one~~

#

the plugin is FOSS, I can link the github source code on demand

rain tartan
#

Blockbench does use euler angles, just in the way Minecraft does.

#

Though, I do heavily hope that you're not using .bbmodels for your model engine alternative.
That's blockbenches internal format, and shouldn't be treated like an intermediary/export format.

#

I am not certain about the application order of the rotations though, I think MC uses XZY? or XYZ (could also be YXZ if I am honest)
I guess just testing all 3 and seeing which ones right should be easy enough.

#

I guess you'd find better help in #1019995093341585428 it's meant to help with developing plugins for blockbench, but I think Jannis looks in there a lot more often than in the help channels here.

mystic heron
#

with regards to the issues I was experiencing with the rotation math, it took me a while but I figured out what the issue is and I'm writing the fix now

undone blazeBOT
#

<:e:1149743621755641909>