#I dont know why in blockbench, the hands and legs are up, but in game they are pointing to the groun

1 messages · Page 1 of 1 (latest)

high sparrow
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just like the picture

tawdry oriole
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Just for models consistency you should always put like body parts within the same main bone. Like I see you have lower parts of the arms. You should put them within the main arm folder. As this can help with animations and make this flow much better

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Same goes for the legs

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Think of each group as an extension of the previous

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So when grouping I always do a main folder "body" then a "torso" that consists of the chest, head and arms folders then the legs are their own standalone groups in the body folder

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this is roughly how i do mine

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but double check all your pivot points

high sparrow
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i dont understand

tawdry oriole
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maybe its that relative thing

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ive never used that on any of my animations

high sparrow
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wdym? :>

tawdry oriole
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the part for the LeftArm

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the Relative_to

high sparrow
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(still dont understand)

tawdry oriole
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how do you not understand its in ur animation

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try and delete that part

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and then see how it looks in game

high sparrow
tawdry oriole
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well i dont speak any other language so cant help u there

high sparrow
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u mean like this?

high sparrow
tawdry oriole
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if your trying to modify vanilla entity files your most likely gonna run into issues

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like if your trying to modify the vanilla player model then you need to modify every other aspect of all other animations for the player as well to fit the changes

high sparrow
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i think i (probably) understand

knotty elm