#How do I make a player model/generic model have same rotations

1 messages · Page 1 of 1 (latest)

polar sigilBOT
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Welcome to the help forum!

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frail compass
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You cannot convert without losing the rotations because the Block/Item format has different restrictions than the generic model.

tulip vault
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The Block/Item format has no concept of group/bone rotations, only of element/cube rotations (and is also a lot more limited in regards to what values are allowed).
So before converting, rightclick a group and click "Resolve Group" (repeat that step for all groups). That way group rotations and pivot points should be applied to the elements.
You will still need to adjust any things that got reset to 0 rotation due to having invalid rotation values for the Block/Item format, but at least the pivot points should be correct.

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also keep in mind that you might not be able to have the exact same rotation values, so you will have to make do with the nearest rotation value you can use

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even after converting?
then the rotations just happen to allign with Block/Item rotation limits 🤔

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(+/- 22.5, 0 and +/- 45 are the only allowed values in the Block/Item format for context)

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Entities render their faces in both directions, but for Block/Items they only render in one direction

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so a north face is only visible from north, but from the south you see nothing (in the Block/Item format)

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copy pasting the UV from one side to the opposite side via Ctrl+C and Ctr+V should do the trick (and maybe flipping/rotating the UV if it's facing the wrong way)

polar sigilBOT
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FAQ
Blockbench: UV Mapping

Definition

A UV map or just "UV" is the information in a model, which parts of a texture are shown on which parts of a model. UVs can overlap and hence cause several parts to use the same area on the texture.

Editing a UV Map

You can edit a UV-map trough the UV window in the top left.
Make sure to have a cube selected which you want to UV map and freely resize/move the selection box in the UV window.
You cannot resize the UV selection if you're using Box UV

What do the value fields below the UV window mean?

Per-face UV: The first two values are the x/y position (with 0/0 being in the top left
corner) of the UV map, and the last two values its width and height.
Box UV: The 2 values are the x/y position of the UV map. The size of the UV map depends on the size of the respective cube.

I don't wanna bother with any of that, just let me draw on the model!:

Select all elements (Ctrl+A) and, create a new texture and make sure to select "Template" as type.
This will create a new texture that will keep already existing texture information, but assigns each element a unique section in the texture.

frail compass
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Definition
A UV map or just "UV" is the information in a model, which parts of a texture are shown on which parts of a model. UVs can overlap and hence cause several parts to use the same area on the texture.