#attachables not being positioned right
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ima send a screenshot of whats happening
I already know that the position and rotation are all 0 I did that cause the previous rotation also had it going straight up and I was trying to fix it
any help is appreicated
Since mcpe has no problem with it you get no error
Do you use blockbench?
Yeah I used block bench for the model and exported it geometry
It should work so I'm just confused at the moment
can you show it to me like this?
Yeah how can I get to that point on screen
in blockbench in the animation section you can choose to between normal, first person and third peron
Really how cause when I open block bench I don't get those options
phone or pc?
Uh a mixture but PC
ok that makes it easier for me, on the right pretty much on top you should have modeling, painting and animation (like the blue part at the right top in the picture)
Yeah
I'm at animate let me take a picture
No animation for it
I'm currently on bedrock entity for the model
and now in the middle of your screen it starts with moving and so on when you follow it to the right there are 2 boxes with words and the right one should be able to choose third person
thats ok for now (well check the binding later)
so like that right and ima guess i have to create 2 animations right
would be nice, one for this (third person) and one for the first also if you want it to follow the movement of the player arm (which I assume) then wee should check the binding
Ok got it ๐ so how do I do those animation do I just move it correctly then leave it be ?
make a new animation (save it in to the animations folder) and then take the cube that has all others in it to the position that it looks good (sometimes you need to adjust it but it should show up at around that point that you want afterwards)
Ok I'll do it now
here a example of how the binding should look in the geomerty file
Yeah that's what's mine looks like kinda
the important bit is the binding to look like this (the rest depends on your geometry)
Let me send what I got for the binding
{
"format_version": "1.12.0",
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.doomsword",
"texture_width": 64,
"texture_height": 64,
"visible_bounds_width": 3,
"visible_bounds_height": 4.5,
"visible_bounds_offset": [
0,
1.75,
0
]
},
"bones": [
{
"name": "1000015166-removebg-preview",
"pivot": [
7,
29,
0
],
"binding": "q.item_slot_to_bone_name(context.item_slot)",
"cubes": [
and thank you my god your a lifesaver
that looks good
don't say it before it is solved (sometimes I overlook small things...)
i made a animation called hold thats loops and holds the blade like this is that good
still a magor help
you can also do hold last frame but a loop means you can add custom movement in to it
ah i jst want it to work for now lol but is it ok in the future if i get curios how to do it if i could dm you and ask how
ill swith it to hold last frame
you might get a quicker answer here and I am not an expert in everything...
ok ๐
when you have both animations ready then edit your attachable file like this (changing the animation names as needed)
scripts and animations are important
do i make another animation now call 3rd person hold and just do the same animation as above?
got it
the way you got it to show the third person you should also be able to see it from the first person perspective in blockbench
Got it so exact same got it ๐
Ok did as said and I'ma export and test it
Fingered crossed it works
so umm good news and bad news
good news it changed from striaght up
bad news
His sword is now at his feet
Improvement though
and it is the thir person animation for it? (or did we mix up first and third person animation?)
It's both of them in first person its at your feet and in third person is the same so they both working luckily
An think it is a binding issue not sure
Should I change the pivot of the geometry to 0 0 0
you can try but it theoretically shouldn't change to what is shown in blockbench
Ah dang ok
Why did it go to its feet though ๐คฃ
does you main bone have a parent to the arm (it seams to low ...)
Um how do I check
try to send the complete geometry file (I'll look thru it to check)
ummmm two things
first the file is 5 thousand lines long
second it didnt have binding set up i deleted it by accident so ima give it another run
visual studio code with a search๐
lmao
you should have seen the previous model that had 3 hundred thousand lines lmao
I think I've seen more for scripts (if you know how to read it it is ok but if you don't then it look huge)
Lol I should I just send the whole add on then
if you want but I will only tell you what I would do diferently
Yeah that works
well it would fit the problem (took me a while to find the right animation...)
Damn down there
๐คฃ
if I open it with it it is there...
It's in the right spot?
its in the same spot as in game for me...
Strange why did you change anything else?
Or just that
no, I only opened the model and loaded in the animations
Loaded in the animations above and instead of at your feet it was underground right?
try these (adjusted to how I see them)
I only took the geometry (load it with blockbench) and then the hold animation (loaded in to blockbench) and then I had the sword at the feet....
Strange why was it there
It was positioned right on my screen strange
Thansk I'll give it a try
sry, was the wrong animation file๐
Lol all good I'll see
that is strange (no idea why you saw it differently)
Proven god just hates me ๐
maybe if you load the model and animations fresh? (taht it was operating off of some older geometry?)
Dunno I'ma see
ok trying in game now
This is without doing your change
ok, then i move it further to the right (first person will take them most testing to get right)
yippie
did the third person work?
umm the word was lowkey popping out of there skull
wait ima dumbass let me check something
Still same nevermind lol
But good news is that this is closer
well then happy testing (it is working but the exact numbers might need a lot more tests)
Yay fun
Um what variable would I change to move close to the side with the hand I want to use
you can use blockbench as an assist (there you can see in what direction you are moving just the position seams to be a bit messed up)
Ok ๐
Welp thanks so much for the help time for testing yay
Ok think I found the fix I switch the pivots on the geometry to zero and this happened
It's in front of the player and down a bit too so I think I just gotta bring it back up
no clue why pivot is affecting it but yah know ill tak it
pivot affects the point that it rotates around (so with rotations it can affect it)
eh strange anyway it should be fixed soon
Hey so update
Third person holding and first person holding working but
When in first person the sword isn't there
so i increase the visible bounds length and see if that fix it
nope didnt work dang
any idea why i cant see it in first person
So myro i found that it is definitely a bing problem cause the sword doesn't move with the hand when running in 3 person
I'll put it into a pack of mine tomorrow to test it
Ok thumb ๐
Here is the latest version
In first person when the item is out of the visible field then it seems invisible... (So an animation thing most likely)
I can see it in first person now but problem is that it is not attached to the players arm for some reason even though binding is there
Here is the most updated part for the attachable
I have a theory. In mcpe the more cubes and pixels the worse the performance so I think it refuses to follow the hand because of it (testing with a mehs instead of cubes makes it work...)
Ok ๐
test it (you would need to redo the texture in 2d for it -> right now it is a picture from blockbench and 512x512 pixels should be enough)
wait hopw did you turn it into a texture mesh
wait nevermind i understand it now
nope i got it wrong how do you make a texture mesh
In blockbench the 3d texture or copy the code from the geometry
I did it came out an flat square with the texture laid out
yeah, you won't see the square in game and only the texture...
No I copied the geometry from yours and put the texture
and did you adjust the picture (the sides are partially transparent because there are partially transparent pixels at the side...)
then it should do the same as the vanilla item without the attachable for 16x16 textures
I'ma try that hol up