{
"format_version": "1.8.0",
"animations": {
"animation.entity_name.alignment": {
"loop": true,
"bones": {
"root": {
"rotation": [
0,
"-query.body_y_rotation + (math.round(query.body_y_rotation / 90) * 90)",
0
]
}
}
}
}
}
#Question
1 messages · Page 1 of 1 (latest)
how did you leave a meterial around the texture?
This might be done by glowing texture and backface/frontface culling materials on seperate bones. If not, I'm very interested of an alternative method too.
You got an example of this working?
You mean the method I described? It can look like the picture above.
I meant can you show me how you would write that as a material.
Also are there any official docs for materials?
In my case there was no need for a custom material. Entity_emissive_alpha_one_sided is doing the job for me.
But for a model with > 1 cube I'd probably try to use a (custom) material with frontface_culling.
Connection 
@vernal garden ^
Not that I know.
alr thanks
How would I add front face culling?
All good, I got it
I made the outline bone always render behind and scaled it up to get a thickish line
does it need an animation controller?
not really, just use scripts>animate
And make sure the bones align with ur model
I'm trying to achieve the same thing for quite some time now. Would you please tell me how you did it?
My outlines render infront of the model. Just like in the first picture of this thread the head outline renders infront of the body cube (chin area)
Sorry for necroing this one year old post, but how did you make it always render behind?
stencil
Ah great, thx 👍
anyway how do I apply an material outline to an specific mob and is stencil good?
The explanations may be pretty bad, I'm in the middle of rewriting my documentation and haven't gotten to this page yet
It should still be able to guide you through creating an outline that's visible through walls
ohh sounds good I think this was a good idea for my vehicle addon test or something. the explanation was okay then