#I've added Workspace Notes & Docs inside Blockbench
1 messages · Page 1 of 1 (latest)
I remember seeing this as a suggestion a while back, really cool addon
Cool! It's like you're going through my backlog of plugin ideas :D
Lighting and project notes were both plugins I hoped someone would tackle some day
Oh Would love to see your list of ideas. I can maybe help with that 
There were those two, and Smudge Brush, which I recently added myself
Then, there is a very old idea, I'm not sure if people still want it, but a plugin to circumvent the size restrictions when making Java block/item models, by using offset origins with slight rotations or rescale.
And finally I've always wanted to have a flexible and intuitive batch automation plugin, for things like generating a screenshot for every model in a folder, or converting an entire folder to OBJ, etc. Ideally implemented in a "visual programming" or node editor UI style so it's really flexible, and maybe extendable by other plugins so they can add their automation steps.
And here are some more ideas: https://github.com/JannisX11/blockbench-plugins/issues?q=is%3Aissue state%3Aopen label%3A"plugin idea"
hey, I did the screenshot every model in a folder thing a while ago
it just wasnt scriptable
it was also done poorly tbh, had I done it now I would probably use an offscreen renderer lol
Yeah I've done a bunch of quickly thrown together plugins to automate things like that over the years. The idea here was something beyond that where you could also for example "Open every file ending in .json in this folder, delete all cubes named "foo", and save as a copy into a new folder". So a bunch of building blocks to really have a lot of flexibility. And if course that takes a lot of time, which is why I haven't done it yet.
yeah fair lol
I have a forked modded Blockbench of my own that use for my work with some neat automations, but more in terms of tools than bulk actions. I've not had the idea of bulk actions like screenshots cs it requires positioning the models first, but bulk exporting is a good idea. I might look into that when I have some free time. Though I don't think many people will use it cs they mostly work on one model at a time, me as well.
I don't plan on sharing this fork though. If some of those tools might interest the community, I might convert them to plugins.
Mirror animating is actually something I'm working on for the next update
oh yeah it's very useful indeed
If u need the implementation for any of those features lmk. I'm happy to share
I think this is probably my best addition
shows world coordinates instead of local bone values. helps with keeping a bone in the same location and rotation if the parent bone moves.
I also have auto bone icon and color based on bone's name ( like shown on the outliner in the videos ), a new processes tab for some automations, baking global rotation to keyframes then disabling it, baking animation bose to cubes instead of bones as now we have no limits on cubes rotations, I also have a tool that bakes a whole animation to the model with generating cubes for each frame and an animated texture. the IK system is wip but works, an archive for bone names to not waste time typing them. Mirror pivot points tool, auto generate 2nd layer cubes, auto select cubes that have no texture, auto name cubes based on their bone's name. I've also fixed selecting cubes then creating a bone doesn't automatically add those cubes to the new bone, which was annoying, used to work in 4.0
And some other tools that I've forgotten about lol. But yeah, if you need help with something, lmk and I will look into it when I have some free time.
an other useful one, an interface that u can use to search for .bbmodel files on the selected folders. it can go thru a whole drive in a minute or two if it's huge.
how bro can keep cooking
Oh my god you have actual IK????? 
Also the UI scaling sliders on the bottom would be nice to have too
Trust me, it's overrated lol
Oh yeah FK gets the job done in most cases, especially in the case of Minecraft models 
But it sure would be nice to have functioning IK.
I think the best use case for it would be when you have to animate 2 hands holding a weapon, or to keep a leg or bone in a specific point. but FK is just faster to work with and get the details right.
Exactly this, yeah.
Absolutely perfect, and very useful.