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A tool to bypass Minecraft Java Edition model limits by baking vertex data into texture.

License: MIT License

Python 66.82% GLSL 33.18%
animation minecraft obj rendering resourcepack shader

objmc's Introduction

I'm Godlander

A Minecraft enthusiast who picked up some JavaScript, Python, GLSL, C++, and C# along the way.


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godlanderp godlander 2s6th9SvZd   2s6th9SvZd

objmc's People

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objmc's Issues

Question: Blockbench support?

Hello, i'm trying to add a models to my Custom Block but i want to resize the model first. I didn't test if it does work ingame.

But when i umport it i makes that:

image

So i just want to know if you make support for that in the future

PS: Idk realy what shaders ect.. , i'm just using a model that i downloaded on the web

Thanks, Raft

r1w21

81-725.zip
Description
what is the bug?

Reproduction
steps to reproduce
(e.g. how the model was produced, conversion settings, resourcepack setup, etc)

Screenshots
attach screenshots or videos of the problem

Environment:

  • Operating System
  • Game Version (only vanilla will be supported)
  • GPU / CPU
    (F3 menu contains important information)

Additional context
Add any other context about the problem here.

Yes, again... Models are invinsible

Hi creators. I already check for the solutions you gave to those who had the same problem as I have. I already tried installing every Minecraft Version (1.18.x ; 1.19.x ; 1.20.x), all of them vanilla, and my custom models are still invinsible. I tried replacing glass blocks and items like potions. But it didnt work. I´ll send all my files so one of you can help me with it, if you can. Also a screenshot from Blender, showing the model, (YES, it has just one Texture) I really want this to work because a have a huge project in mind.

I´ll wait for help. THANKS!

imagen_2024-03-01_194736310
manzino
white_stained_glass.json

Scaling not working

The scaling option is just not working, my models are either too big or too small, and when I enter a value for the scale, it doesn't change the size at all.

Weird Rotations

I have been using objmc for a while testing this out but every time it ends up with things like this

2023-06-24_18 11 00

I'm not sure why this happened as the 3d model itself wasn't rotated at all

The entire model is invisible in-game

Hi. I've been trying to convert this model from GoldenEye '007, however in-game it appears invisible. I've tried using multiple different settings but none of them changed anything. Any help is apprecieated! I'm also gonna include the logs and the results after converting if that helps.

Logs
objmc start
Warning: output height may be too high, consider increasing width of input texture or reducing number of frames to bring the output texture closer to a square.
faces: 172, verts: 688, tex: (64, 64), flipuv: False
objs: 1, easing: 3
texs: 10, interpolation: 1
duration: 20t, 1.0s, autoplay: False
uvhead: 3, vph: 6, vth: 6, vh: 22, total: 1024
colorbehavior: pitch yaw roll (10), autorotate: 1
offset: (0.0, 0.0, 0.0), scale: 1.0, noshadow: False
visible: world hand gui
Complete
JSON (long!)
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Texture

iron_ingot

First screenshot: The model in-game
Second screenshot: How it is supposed to look (Blender)

Screenshots

obraz_2023-04-25_200151072
obraz_2023-04-25_200403621

Experience orb color

Description
Using the shader from the OBJ MC resourcepack, the color of the experience orb becomes dark.

Screenshots
image

Environment:

  • Windows 10
  • 24w19b
  • i3-1115G4 / intagrated GPU

[Bug] Generating the same model multiple times in a row keeps adding i*nfaces to the .json only when using objmc.exe

This bug is only present when using the objmc.exe. Basically, each time you generate the .json in the same program instance, the file regenerates but it has i*nfaces where i is the times you have generated the model in a row.

This is very bad because if you start tweaking the settings and generating the model multiple times you end up with big files and with
unecesar geometry.

In the following image is an example of generating the same model 4 times in a row, with the model only having 42 faces, but each time we get i*42 faces.

image

gui doesn't have join feature

the objmc cli has the --join argument which allows user to join together multiple different objmc models that may have different settings.

this allows combined models such as:

  • a humanoid with body set to autorotate yaw and head set to autorotate both yaw and pitch, with separate animation controls
  • models with different visibility settings for gui/hand/world so that a different model is visible depending on location
  • models with different rotation colorbehavior bits so that they rotate separate ways when changing color
  • etc...

this feature is currently not accessible in the gui

  • how can i properly communicate the function of the feature properly with the interface?
  • how can i make it easy to use while letting user create/modify multiple models with different settings?

Models are invisible

Hello! I have tried obj-mc and made a model and it was invisible. I put in the resourcepack from the folder in obj-mc and the shuba was also invisible. I have my graphics settings on "Faboulus!" and this is my command: /summon minecraft:armor_stand ~ ~ ~ {ShowArms:1b,ArmorItems:[{},{},{},{id:"minecraft:potion",Count:1b,tag:{CustomModelData:1,CustomPotionColor:0}}],ArmorDropChances:[0f,0f,0f,0f]} but there was no shuba. Any ideas?

Can Not Launch

when you try to launch it with anaconda it says " File "C:\Users\maste\Downloads\objmc\objmc.py", line 9, in
from PIL import Image, ImageOps
ModuleNotFoundError: No module named 'PIL' "
and does not launch. Please fix this bug

Convertation does'nt work

Traceback (most recent call last):
  File "C:\Program Files\Python312\Lib\tkinter\__init__.py", line 1948, in __call__
    return self.func(*args)
           ^^^^^^^^^^^^^^^^
  File "C:\Users\User\Desktop\objmc-main\objmc.py", line 700, in start
    objmc(objs, texs, output, scale, offset, duration, easing, interpolation, colorbehavior, autorotate, autoplay, flipuv, noshadow, nopow)
  File "C:\Users\User\Desktop\objmc-main\objmc.py", line 368, in objmc
    model = open(output[0], "w")
            ^^^^^^^^^^^^^^^^^^^^
PermissionError: [Errno 13] Permission denied: 'potion.json'

models wont load with optifine installed

When I create a 3D resource pack as usual, the blocks become transparent as shown in the image.
How do I create a resource pack that will display correctly?
Also, should I put the shaders directory in the assets/minecraft directory?

I'm looking forward to your answer.

image

Playing animations backwards

Hi is it possible to play animations backwards? I've tried to rename the objs so ...20 is ...1 and ...19 is ...2 and so on so the animation gets played backwards, but it didn't work and I don't know why? Is there a way to fix that? Thanks :)

How can I get a model on a block, not an item?

Whenever I put the JSON file into the blocks folder in the texture pack and name it as a block, the model shows when I hold the block, put it in an item frame, etc. but when I place the block down it just shows the regular model and texture

Not working on MacOS

Description
The Start Button is not working on Mac

Reproduction
I selected a Obj file to convert, but it shows an error

Exception in Tkinter callback
Traceback (most recent call last):
File "/Library/Frameworks/Python.framework/Versions/3.11/lib/python3.11/tkinter/init.py", line 1948, in call
return self.func(*args)
^^^^^^^^^^^^^^^^
File "/Users/minecraft/Documents/objmc/objmc.py", line 700, in start
objmc(objs, texs, output, scale, offset, duration, easing, interpolation, colorbehavior, autorotate, autoplay, flipuv, noshadow, nopow)
File "/Users/minecraft/Documents/objmc/objmc.py", line 320, in objmc
tex = Image.open(texs[0])
^^^^^^^^^^^^^^^^^^^
File "/Users/minecraft/objmc/lib/python3.11/site-packages/PIL/Image.py", line 3277, in open
fp = builtins.open(filename, "rb")
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IsADirectoryError: [Errno 21] Is a directory: '/Users/minecraft/Documents/objmc'

Environment:
macOS High Sierra v. 10.13.6

  • Game Version: 1.20.4
  • GPU / CPU: 2,8 GHz Quad-Core Intel Xeon

When i try to load resource pack

Description

When I load a resource pack with core shaders, it doesn't load.

Reproduction
steps to reproduce
used the resource pack that was in the project, when I use Optifine everything works, but when I use fabric 1.20.1 (without mods) and vanilla 1.20.1 it stops working, giving this error: java.util.concurrent.CompletionException: java.lang.RuntimeException: could not reload shaders

at java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:315) ~[?:?]
at java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:320) ~[?:?]
at java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:722) ~[?:?]
at java.util.concurrent.CompletableFuture$Completion.run(CompletableFuture.java:482) ~[?:?]
at net.minecraft.class_4014.method_18365(class_4014.java:69) ~[client-intermediary.jar:?]
at net.minecraft.class_1255.method_18859(class_1255.java:156) ~[client-intermediary.jar:?]
at net.minecraft.class_4093.method_18859(class_4093.java:23) ~[client-intermediary.jar:?]
at net.minecraft.class_1255.method_16075(class_1255.java:130) ~[client-intermediary.jar:?]
at net.minecraft.class_1255.method_5383(class_1255.java:115) ~[client-intermediary.jar:?]
at net.minecraft.class_310.method_1523(class_310.java:1175) ~[client-intermediary.jar:?]
at net.minecraft.class_310.method_1514(class_310.java:802) ~[client-intermediary.jar:?]
at net.minecraft.client.main.Main.main(Main.java:250) ~[Fabric%201.20.1.jar:?]
at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:470) ~[fabric-loader-0.15.7.jar:?]
at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) ~[fabric-loader-0.15.7.jar:?]
at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) ~[fabric-loader-0.15.7.jar:?]
Caused by: java.lang.RuntimeException: could not reload shaders
at net.minecraft.class_757.method_34538(class_757.java:567) ~[client-intermediary.jar:?]
at net.minecraft.class_757$1.method_45777(class_757.java:441) ~[client-intermediary.jar:?]
at net.minecraft.class_757$1.method_18788(class_757.java:418) ~[client-intermediary.jar:?]
at net.minecraft.class_4080.method_18790(class_4080.java:13) ~[client-intermediary.jar:?]
at java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:718) ~[?:?]
... 12 more
Caused by: net.minecraft.class_2973: Invalid shaders/core/particle.json: Couldn't compile vertex program (vanilla, particle) : ERROR: 0:23: 'fog_distance' : no matching overloaded function found
ERROR: 0:23: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
at net.minecraft.class_2973.method_12856(class_2973.java:48) ~[client-intermediary.jar:?]
at net.minecraft.class_5944.(class_5944.java:203) ~[client-intermediary.jar:?]
at net.minecraft.class_757.method_34538(class_757.java:505) ~[client-intermediary.jar:?]
at net.minecraft.class_757$1.method_45777(class_757.java:441) ~[client-intermediary.jar:?]
at net.minecraft.class_757$1.method_18788(class_757.java:418) ~[client-intermediary.jar:?]
at net.minecraft.class_4080.method_18790(class_4080.java:13) ~[client-intermediary.jar:?]
at java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:718) ~[?:?]
... 12 more
Caused by: java.io.IOException: Couldn't compile vertex program (vanilla, particle) : ERROR: 0:23: 'fog_distance' : no matching overloaded function found
ERROR: 0:23: '' : compilation terminate

Screenshots
attach screenshots or videos of the problem

Environment:

  • Windows 11
  • Vanilla 1.20.1
  • GPU / CPU
    (F3 menu contains important information)

The "optifine compat" shader failed to load

Here's the error I have in the consol :

Caused by: java.lang.RuntimeException: could not reload shaders
at epe.b(GameRenderer.java:706)
at epe.a(GameRenderer.java:410)
at afl.a(SourceFile:15)
at java.base/java.util.concurrent.CompletableFuture$UniRun.tryFire(CompletableFuture.java:787)
... 121 more
Caused by: yk: Invalid shaders/core/rendertype_solid.json: Couldn't compile vertex program (objmc_optifine, render/block) : 0(46) : error C1503: undefined variable "fog_distance"
at yk.a(SourceFile:48)
at epw.<init>(ShaderInstance.java:225)
at epw.<init>(ShaderInstance.java:103)
at epe.b(GameRenderer.java:528)
... 124 more
Caused by: java.io.IOException: Couldn't compile vertex program (objmc_optifine, render/block) : 0(46) : error C1503: undefined variable "fog_distance"
at dry.b(Program.java:94)
at dry.a(Program.java:55)
at epw.a(ShaderInstance.java:269)
at epw.<init>(ShaderInstance.java:198)
... 126 more

sodium shader support mod

So there's a mod for sodium that can fix vanilla shaders but it uses a slightly different code for the shader itself so I was just wondering if there's a way for you to make a version that uses that changed code for people who use sodium(let me know if this is the the wrong place to ask this! I'm kinda new to GitHub.)

Mutliple textures support?

Does objmc supports multiple textures with different sizes?
I tried it but it crashed so maybe I was doing it in the wrong way?
I also tried including only one texture from them, and it won't work either. The data pixel does not appear.

Hi

Where can I get texture file for input? <3

Half of the model is missing

Hello, I have this (https://we.tl/t-pjtMWXc144) model that has been decimated through Blender in order to reduce faces, every 3D viewer I have tried displays it with no problems but when converting it to Minecraft more than half the model is missing.

This gets fixed if I triangulate faces in Blender but that adds 3+ times the faces.

To me, it would seem that objmc has a problem converting quads since most of the model is made up of them.

In game:
download

3D viewer:
download

?

download?

Long models and shaders

Hi there! I tried importing an animation with 940 frames and when I started minecraft, the textures of my whole world where corrupted and I had to restart mc and put out the texturepack. Is there any way to fix that? Also, do you know wich part in a optifine/sodium shader collides with obj-mc so the models wont load when active? Thanks ^^

Normal map with OBJMC ?

Hello. Thanks for OBJMC. I am new (1 week-) but managed to open your Python tool/import my OBJ in game. I am new to Blender as well (1 week-) and here is my question (since I am not sure that I found an answer in your page) :

  • Does OBJMC supports normal map please ? As far as I know normal map file is a second texture file and OBJMC accepts one texture file only. I didn't find a way yet to get "1 texture only". Normal map reduces a lot the vertices faces so it would be awesome.

In all case, thank you for your tool and time.

Block model rotations

I try to rotate this model in blockstate, but it seems not working.
Is there any method to solve this problem?

example in my blockstate:
"facing=east,shape=outer_left": {
"model": "rtdd:block/sunshade_cloth/light_blue_sunshade_cloth_outer",
"y": 270
},

No module named "PIL"

There's an error in line 9 of your code, it does not allow the program to work.

"line 9, in
from PIL import Image, ImageOps
ModuleNotFoundError: No module named 'PIL'"

I use Anaconda, and it says that it already has the Pillow thing. What is happening?

Failed to load objmc pack in 1.20.5

Description
the objmc pack doesnt load into 1.20.5

Reproduction

  1. Launch minecraft 1.20.5+
  2. try to load objmc pack

Screenshots
attach screenshots or videos of the problem

Environment:

  • Operating System: Windows 11
  • 1.20.5
  • GPU: Radeon RX 570, CPU: Ryzen 5 7600X
    (F3 menu contains important information)

Additional context
Add any other context about the problem here.

Heres the error while reloading the pack.

java.util.concurrent.CompletionException: java.lang.RuntimeException: could not reload shaders
	at java.base/java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:315)
	at java.base/java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:320)
	at java.base/java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:722)
	at java.base/java.util.concurrent.CompletableFuture$Completion.run(CompletableFuture.java:482)
	at auv.a(SourceFile:69)
	at bpl.d(SourceFile:162)
	at bpp.d(SourceFile:23)
	at bpl.A(SourceFile:136)
	at bpl.bA(SourceFile:121)
	at ffg.c(SourceFile:1275)
	at ffg.f(SourceFile:888)
	at net.minecraft.client.main.Main.main(SourceFile:265)
Caused by: java.lang.RuntimeException: could not reload shaders
	at gdi.c(SourceFile:543)
	at gdi$1.a(SourceFile:421)
	at gdi$1.a(SourceFile:398)
	at auu.a(SourceFile:13)
	at java.base/java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:718)
	... 9 more
Caused by: ali: Invalid shaders/core/particle.json: Couldn't compile vertex program (vanilla, particle) : Vertex shader failed to compile with the following errors:
ERROR: 0:22: error(#202) No matching overloaded function found: fog_distance
ERROR: error(#273) 1 compilation errors.  No code generated
	at ali.a(SourceFile:48)
	at ged.<init>(SourceFile:176)
	at gdi.c(SourceFile:481)
	... 13 more
Caused by: java.io.IOException: Couldn't compile vertex program (vanilla, particle) : Vertex shader failed to compile with the following errors:
ERROR: 0:22: error(#202) No matching overloaded function found: fog_distance
ERROR: error(#273) 1 compilation errors.  No code generated
	at ezn.b(SourceFile:69)
	at ezn.a(SourceFile:51)
	at ged.a(SourceFile:214)
	at ged.<init>(SourceFile:161)
	... 14 more```

Reduced mipmap level

Exporting with a square (1024x1024) texture will increase the vertical size of the output image slightly and reduce the mipmap levels of the texture.

How can I export at 1024x2048 size?

Cannot convert .obj file.

The script just won't work and I'm not sure why. I ran in in command prompt and got this error message line 65, in
d["positions"].append([float(i) for i in line.strip().split(" ")[1:]])
ValueError: could not convert string to float: ''

indexerror

when i clic to start i have this error can i have help pls ?
File ", line 700, in start
objmc(objs, texs, output, scale, offset, duration, easing, interpolation, colorbehavior, autorotate, autoplay, flipuv, noshadow, nopow)
File "", line 331, in objmc
indexobj(o, 0, nframes, nfaces)
File "", line 210, in indexobj
indexvert(o, vert)
File "", line 185, in indexvert
uv = o["uvs"][vert[1]]
~~~~^^^
IndexError: list index out of range

Rotate model, questions

Hello, I have a few questions that I would like to ask, is it possible to rotate how the model appears when the player is in first/third person view instead of holding it like a normal item?

Will the resourcepack generated by objmc work on future Minecraft versions and are there any plans at all to make this work with optifine/sodium?

Also, how would I go about making the model rotate when thrown on the ground similar to how vanilla items rotate?

and lastly a huge thank you for making this tool!!!, people have been waiting years to use obj files in minecraft.

Non full blocks don't render models

Models don't render on non full blocks. For example I wanna add a model to my amethyst but can't as it doesn't render but if I put the same model on to cobblestone it works just fine.

image

Models do not render with Sodium installed

Sodium version 0.4.11 for Minecraft 1.19.3 introduced a new "feature" which replaces the color of all transparent pixels in a texture with the average color of all non-transparent pixels:

https://github.com/CaffeineMC/sodium-fabric/blob/4ab16c83114e2c1e589628aac5690e2f1750b6e9/src/main/java/me/jellysquid/mods/sodium/mixin/features/mipmaps/MixinSpriteContents.java#L117-L118

This was supposedly taken from the Iris mod, so it's likely to affect those users too.

This change causes some of the data encoded in the texture to get corrupted, making the models invisible.

A workaround would be to never encode data in pixels with alpha set to 0.

(And yes, the exception for textures with leaves in their path got removed on the same day, so it can't be used as a workaround: CaffeineMC/sodium-fabric@4ab16c8#diff-c81d6d8b4e2b5fd501145113099af15a86983f5b8d2a0895d675932f6abcec4bR44-R52)

Incompatibility with 24w06a

The shaders seem to have some incompatibility with Minecraft Snapshot 24w06a
I've tested using the latest objmc version

Smooth shading

Ability to use Smooth shading for models instead of flat shading

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