#New Transformation Component Insanity

1 messages · Page 1 of 1 (latest)

worthy helm
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I must be doing something wrong. This new transformation component makes no sense to me.

Am I understanding correctly that this component does not move the collision or selection box along with the geometric transformation? (I'm not seeing that it does.) If not, what is the purpose of this component?

Should it now be considered only as a client-side alteration, like entity animations? If so, that is extremely disappointing (and nearly wholly useless). It's not like we can animate these values over time… or randomize them using Molang on placement. And if this is just for visuals, why is rotation still gated to be in 90° increments?

Sorry, I'm just so perplexed by this that I feel like I surely must be doing something incorrectly or misinterpreting my results. Oh, and I should note that testing was done on 1.19.80.24 with format version 1.19.80.

signal peak
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Wish I can help, but I'm not on preview :(

worthy helm
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This was resolved. It actually behaves differently if you use it in the main components vs. when you use it in permutations. Very strange, but kinda cool.

queen lagoon
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Can you make a little vid to demonstrate what this is and does?

signal peak
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This seems really cool

worthy helm
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With some more notes:

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Scaling is done with a pivot in the center of the block space. Geometry pivots are disregarded. It is especially disappointing this doesn’t at least use the same coordinate system as the selection and collision boxes; this one is vertical centered, while the others are vertically floored.

Rotation is still restricted to where each channel must be a multiple of 90.

  • If using minecraft:transformation in root components, only the visuals will be adjusted. The system will assume the explicit collision and selection boxes you gave in root components are directly desired and shouldn't be transformed.
  • If using minecraft:transformation in permutation components, all of the visuals, the selection box, and the collision box will be transformed to spec.

Molang is unsupported anywhere in this component.

queen lagoon
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so is this to change how we are doing it now, with the molang?

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since it is popular? in order to bring it out of experimental, maybe?

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Have you tried this with a vertical slab that is flush to one edge... cause rotating that may need those parts to change... unless it is automatically going with it.

worthy helm
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It'll move everything automatically… if in a permutation.

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As it should.

queen lagoon
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There is should and what it does.. LOL

worthy helm
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Wat.

queen lagoon
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if you need a geo to test, I have ...

worthy helm
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No, I'm sure it'll work. I think this component was in the last Preview cycle. I'm pretty sure they want this out sooner than later. It should be mostly locked in place.

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The old rotation component's gone.

queen lagoon
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I can see people yelling about that... I guess I need to set up my system be able to use beta/preview to test this new stuff...

worthy helm
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No, it's a universally good thing this time. They added scale and translation alongside rotation. I think we got new features and lost nothing here.

queen lagoon
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Any idea of when 1.20 is comming out... I wanted to create a new realm for my peeps a week after, and I have add-ons to finish for it...

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I am hoping may be June/July to give me time

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or later

worthy helm
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I couldn’t say if I knew, as I’m under NDA with Mojang, and I don’t think they’ve publicly announced anything yet.