EmberWardenX Posted August 8 Posted August 8 28 minutes ago, eatsomesoup said: 你如何在Blockbench中为每个角色应用合适的预览纹理?在一个Geckolib动画模型中,我只能同时激活并应用一个纹理,适用于所有演员,这样我才能访问动画。我是不是遗漏了其他选项,比如项目类型或隐藏设置? You can convert it into a general model
eatsomesoup Posted August 8 Posted August 8 2 hours ago, EmberWardenX said: I am very much looking forward to this 2 hours ago, EmberWardenX said: You can convert it into a general model Thanks! Unfortunately it looks like converting it to a general model loses all the easing options from the Geckolib project type that allow me to make the animation smoother and more pleasant without needing more keyframes to simulate them. Looks like I'll just stick with the untextured look for now.
Aztryan Posted August 8 Posted August 8 I felt it was appropriate to hop over to this forum instead for this. I've been trying to make a pack that adds genitalia to mobs that don't have them outside of animations and started with the creeper. I have been trying to figure out why I can't get NBT based animations to work, but just noticed that none of the mobs with `"d.visible": "nbt(NeedsOfNatureEnergy,range:70-200)"` actually have any visible changes at all no mater the energy level. Is this a known issue or just something on my side? I was trying to make erections based on energy. Also another thing, how do I make sure that only the male entities gets this model? I couldn't find anything inside the .jem files, so I assume it's somewhere else? I didn't look too hard.I think for now I'll just make the base models and try getting the animations to work once I have an answer.
Aztryan Posted August 8 Posted August 8 Oh, and I also realized that the male cow model is never being used. Is there something wrong with my instance?
EmberWardenX Posted August 8 Posted August 8 5 hours ago, eatsomesoup said: 谢谢!不幸的是,把它转换成通用模型后,Geckolib 项目类型中所有的轻松选项都丢失了,这些选项让我可以让动画更流畅、更悦耳,而无需更多关键帧来模拟。看来我暂时还是保持无纹理的效果吧。 I'm looking forward to the animation pack you're working on. I hope you can include the common monsters from the original version, such as female monsters, zombie series, skeleton series, spiders, and some others 1
rialu Posted August 8 Posted August 8 Hey, heads up, an animation for fox in the Perce pack (Listed as "foxmplayerhandjob") in the Perce pack doesn't trigger. I'm right clicking it, and nothing's happening. I tried everything, both at max energy, neither with energy, me with energy, him with energy, and it doesn't work. Could anyone help me out?
eatsomesoup Posted August 9 Posted August 9 (edited) 15 hours ago, Aztryan said: I felt it was appropriate to hop over to this forum instead for this. I've been trying to make a pack that adds genitalia to mobs that don't have them outside of animations and started with the creeper. I have been trying to figure out why I can't get NBT based animations to work, but just noticed that none of the mobs with `"d.visible": "nbt(NeedsOfNatureEnergy,range:70-200)"` actually have any visible changes at all no mater the energy level. Is this a known issue or just something on my side? I was trying to make erections based on energy. Also another thing, how do I make sure that only the male entities gets this model? I couldn't find anything inside the .jem files, so I assume it's somewhere else? I didn't look too hard.I think for now I'll just make the base models and try getting the animations to work once I have an answer. Something with having multiple optifine/emf gender models might be broken in the current public version as of now, as the creeper has a custom female idle model in the default pack. I posted about encountering an issue with it here that the author has noticed. Numbers to the end of the filename seems to be how the mod sets up the .jem files to differentiate between genders. Male = None (creeper.jem) Female = 2 (creeper2.jem) Male+Female = 3 (creeper3.jem) Edited August 9 by eatsomesoup add jem info
longkkkss Posted August 9 Posted August 9 This is a mod pack I made myself that's suitable for Chinese players, and I've modified all the player sound effects in it. ... NoN.zip 3
Aztryan Posted August 9 Posted August 9 8 hours ago, eatsomesoup said: Something with having multiple optifine/emf gender models might be broken in the current public version as of now, as the creeper has a custom female idle model in the default pack. I posted about encountering an issue with it here that the author has noticed. Numbers to the end of the filename seems to be how the mod sets up the .jem files to differentiate between genders. Male = None (creeper.jem) Female = 2 (creeper2.jem) Male+Female = 3 (creeper3.jem) Ah, okay thanks! That makes sense with what I've seen. So should I just wait for the next version for NBT animations and some mobs to work? I could work with just static mobs for now, but it's a bit boring to be honest and also removes any chance of making blush levels. Somewhat unrelated but does anyone know which mob models will be added to 1.5.0 so that I don't work on anything completely unnecessarily? For now my only goal that I can work on is just add gendered mobs.
anothergenericuser Posted August 10 Posted August 10 (edited) Hi everyone, what's with this message telling me "animationframework.model_scope in pack.mcmeta for needsofnature/server/9991_kaceyk_animal_pack_for_non_v0.2.3.zip is no longer needed and has been ignored. All packs now use local models automatically." Since I prefer KaceyK's model, is there a way to override the default local model? Addendum 1: Nevermind, I fixed it! Basically, and I'm too tired to give much detail here so I apologise, but what I did was extract the KaceyK pack into a new folder, make a new animationframework folder after /assets, then copy the file structure from the default pack (so \assets\animationframework\geckolib\models\entity) and paste all the files from \assets\kaceyk\geckolib\models\animal\entity into the new entity directory (not cut & paste, you need to copy & paste, don't get rid of files). Then I put it back into a .zip with the same name as the original file and replaced it in the \.minecraft\needsofnature directory. And then, of course, have it load before the default pack. If this doesn't work, then... I'm sorry, but you're kinda on your own... try shuffling stuff around in your load order until something works. Addendum 2: Ok... so, doing this, while it restores idle genital behavior, it completely messes up all other animations that are not KaceyK animations. I'm assuming that this is out of my hands, and requires a fix from the god-monarch KaceyK, since I don't think it's possible to have the idle behavior and have animations work... In the abscence of human help, I turned to AI for assistance, and it believes that the problem lies with the "model_scope" line in the mcmeta file, since it's a global rule or something and as such the KaceyK pack replaces everything, or something. Personally, I can live without other animation packs, though it is a huge shame to have to do so. I'm way too tired for this shit today addendum three: ok i separated the pack into two, making a pack dedicated to the models and another dedicated to the... rest of the mod. it works great now. yay. Edited August 10 by anothergenericuser 3
hsr2 Posted August 10 Posted August 10 No one has invited the villagers to take part in this game. I’m really interested in this concept, but I don’t know how to make it myself.
justarandompasserby Posted August 10 Posted August 10 3 hours ago, hsr2 said: No one has invited the villagers to take part in this game. I’m really interested in this concept, but I don’t know how to make it myself. The villager models are pretty stiff and you'd probably have to make more "bendable" models instead. 3
BritishEwok Posted August 12 Posted August 12 be it the main mod or anyone making extra packs, are there any plans for more pairings where a male player would be the dominant one, be it a MplayerxFentity or MplayerxMentity? also, im not really a good coder or animator, but if you wanted villager interactions, would it be impossible to make some kind of minecraft comes alive related addon mod or pack? their villagers are far more animated. again, im no too knowledgable on what that would require or if it would even be allowed.
z3r0theshadowblade Posted August 12 Posted August 12 4 hours ago, BritishEwok said: be it the main mod or anyone making extra packs, are there any plans for more pairings where a male player would be the dominant one, be it a MplayerxFentity or MplayerxMentity? also, im not really a good coder or animator, but if you wanted villager interactions, would it be impossible to make some kind of minecraft comes alive related addon mod or pack? their villagers are far more animated. again, im no too knowledgable on what that would require or if it would even be allowed. there have been talks about mca reborn however the issue with that and many mods is there not on the version of minecraft that non is on aka there on 1.21 not 1.21.11
Soulstrike102 Posted August 13 Posted August 13 what i was trying to say is like not actually use that mod but make a hole new mob or replacements for the villagers and was going to re added it so when the dev goes to 1.21.1 and moves the mod there i was also going to ask to see if support would be possible for mca if the dev dose not decide to do the replacement or if the dev is just going to figure out how to use the regular villagers for animations 3
WunutWonder Posted August 13 Posted August 13 Is there an easy way to see if I've correctly loaded all the files? I dragged and dropped onto the config button but got no pop ups or anything so, I'm guess it's in but I can't find any "active animations" section or anything. But maybe I'm blind ha Amazing work on this mod btw, badass lol
blue_fern Posted August 13 Posted August 13 3 hours ago, WunutWonder said: Is there an easy way to see if I've correctly loaded all the files? I dragged and dropped onto the config button but got no pop ups or anything so, I'm guess it's in but I can't find any "active animations" section or anything. But maybe I'm blind ha Amazing work on this mod btw, badass lol you can see all your loaded animation by going mod menu-->needs of nature-->settings-->debug and advanced-->loaded animations (make sure you're in a world while you do this) 3
z3r0theshadowblade Posted August 14 Posted August 14 1 hour ago, ThatValue777isnotallowed said: Why the Discord link isn't public? probably getting it setup
SkyFlyWhite Posted August 15 Posted August 15 Hey so I recently have tried updating the animation packs but for some reason when I do, mobs will turn invisable and my playermodel is removed and an eorror model is put in place. Is there a process for updating the animation packs? 2
golden_aaa Posted August 15 Posted August 15 Are we going to develop this mod for Bedrock?If that's the case, then thank goodness
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