#Converting Bedrock Entity to Java block and item

67 messages · Page 1 of 1 (latest)

vivid bane
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So I recently had an idea to use the cobblemon models for an bedwars texture pack. I wanted to put some pokemon as a plushi (scaled down) and put them on a custom 3d bed for my texture pack. But when I tried to import the cobblemon project into my java project the model looked wierd and had missing parts

silk forumBOT
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Welcome to the help forum!

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vivid bane
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before ⬆️

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after⬇️

waxen rampart
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Also, as of 1.12 or so beds aren't using block models anymore.

vivid bane
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its for 1.8

vivid bane
waxen rampart
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k, then before converting, rightclick a group and click "Resolve". Repeat that for all groups

waxen rampart
vivid bane
waxen rampart
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yes

vivid bane
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okay

waxen rampart
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and maybe swap the project to per-face uv and if necessary resize/move the model if it's too big for a Block/Item model before converting

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oh wait, you said 1.8

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You will still have blocks that will lose their rotation then

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Cause older versions of Minecraft have more limits on their allowed rotation values on a cube

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!faq java-rotation

silk forumBOT
# waxen rampart !faq java-rotation
FAQ
Java: Rotation

Depending on the version of Minecraft you are making your model for (specified in File > Project... or when creating a new project) there are different limitations:

1.9 - 1.21.5

  • Rotations are limited to increments of 22.5 degrees.
  • Cubes can only have one rotation value on one axis.
    -# (To be more specific, the allowed values are -45, -22.5, 0, 22.5 and 45.)

1.21.6 - 1.21.10

  • Rotations are limited to values between -45.0 and 45.0 (inclusive)
  • Cubes can only have one rotation value on one axis.

1.21.11+

  • Basically no rotation value limit (values between -180.0 and 180.0).
  • Now cubes can have rotations on all axes.

Note: Changing the format version to an older value in an existing model will not automatically snap cubes to valid rotations. You will need to rotate all cubes back and forth at least once to make sure they are rotated to valid values for the older format.

vivid bane
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so its over

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I had hope for a sec

waxen rampart
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what?

vivid bane
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so It aint possible right?

waxen rampart
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well, not a 1:1 conversion

vivid bane
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I mean the large pokemon dont work at all

waxen rampart
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you will need to manually adjust stuff and accept that some things will look different

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well, you'd need to resize the larger ones first

vivid bane
waxen rampart
# vivid bane does this mean 1.8.9 cant have any rotation?

It can have rotations.
1.8 just isn't supported by Blockbench (cause Blockbench was made when 1.8 already was an "outdated"version), hence why there is no version format for it.
Only big difference between 1.8 and 1.9 is that the display settings are completely different, else the model works the exact same.
So the limitations the bot message mentions for 1.9 also apply to 1.8.
-# (and technically that you can't have a parent refernece and a custom model, but parents are hardly ever needed in custom models anyways)

vivid bane
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its still about those custom beds for 1.8

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so if I apply a rotation of 22.5 degree to a cube it should still work

waxen rampart
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yup

vivid bane
waxen rampart
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18 would not work

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as mentioned in the bot message:

the allowed values are -45, -22.5, 0, 22.5 and 45

vivid bane
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So I have an standing pokemon model

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and I want to lay it down so it looks like it lays on the 3d bed

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Id have to rotate it -90 degree

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= doesnt work

waxen rampart
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well, you can't type in -90 as value, but you can rotate it -90 degrees and Blockbench will flip around some size and position and UV values to accomadate for that.

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-# (assuming you are using per-face uv)

vivid bane
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means?

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sorry I have a hard time understanding all this

waxen rampart
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just rotate the thing with the rotate tool
(Or Transform > Rotate if you have cubes that are rotated on different axes)

vivid bane
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yea but it has to be rotate 90 degree and the bot message doesnt show 90 degree

waxen rampart
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yes

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as I said, Blockbench will do that for you

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It changes the size/position and UV stuff of the block if you try to rotate over the limit.

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So if you had a tall 1x5x1 cube and rotate it over that 45° limit it will turn the cube into a 1x1x5 cube and set the rotation to -22.5 once you'd go over the limit
It won't stop you at 45°.

vivid bane
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Ig I just have to try

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I just want this model on the custom bed I did

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but it only comes as blend and fbx

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I know I can export the blend file as obj

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and open a generic project to import the obj

vivid bane
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now I spent about an hour fixing blaziken after converting to java model

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all rotations are either 0, 45, -45, 22.5, -22.5

waxen rampart
silk forumBOT
# waxen rampart !faq output-log
FAQ
Java: Output Log

The output log will show you errors related to resource packs in Minecraft: Java Edition. Here is how you can enable it.
(PS: Optifine likes to hide vanilla errors/warnings for some weird reason, so always load the game up without it if you don't need it for your pack to work!)
If you don't understand the errors/warnings feel free to show and ask about them (in a help channel).

waxen rampart
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that should help you narrow down the problem

vivid bane
waxen rampart
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yeah, multi-axis rotation hasn't been supported before 1.21.11