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Hey, I had an idea for a plugin that might be really useful but the issue is I'm not experienced enough with java script yet or the BlockBench Api to create it.
The idea is to have an editor that can add player riding positions and display them on the model maybe as transparent player models so they will display like so in the game you would be able to add more then 1 player seat to a model example would be say if you wanted a buss to have multiple of 10 seats it can be done and how it would export this is one of two ways, either a raw behavior component in a json file that the user can add to a behavior him / her self or by exporting a template behavior file that contains bare min needed behaviors with the riding behavior component, you would also be able to test and see how players can rotate on this using values such as lock player_rotation, rotate_player.
https://cdn.discordapp.com/attachments/341357554217123842/576047048395063346/BP.mcpack
This has a boat entity that shows the behavior being used for two players and rotates and locks their rotations.
title says all
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Normally on a Blockbench entity, when you make a bone, on the toolbar there are options on how to rotate:
Global, Local and Bone.
Normally you would expect the rotation type to apply, however in this case it doesn't.
No matter what, the rotation type always stays as Global which is highly frustrating when animating said entity.
Make a new Animated Java Entity
Make a simple body and a simple bone
For better example Make the bone angled and its pivot point at the corner
Rotate the bone at the Global Rotation option
Rotate the bone at the Local Rotation option
Observe Major Frustration
Within the UI it is not explained that elements used in a voxel shape export need to be grouped in a group named "VoxelShapes". Also, the resulting Java code may be confusing to new developers, as it does not create a VoxelShape
but an Optional<VoxelShape>
. I would suggest the following stream reduction format instead:
// Take an empty shape as an identity
// Use the method that delegates to combineAndSimplify(a, b, OR)
// Return a VoxelShape rather than an Optional<VoxelShape>
.reduce(VoxelShapes.empty(), VoxelShapes::or);
Alternatively, Mojang already have a static helper that does this too!
// Essentially Arrays.stream(varargs).reduce(firstArg, Shapes::or)
VoxelShapes.or(VoxelShapes.empty(), Block.createCuboidShape(...), Block.createC...);
(Fwiw this is how I discovered how to export a voxel shape when I had to Google it... Definitely needs to be clearer: https://www.reddit.com/r/Blockbench/comments/k3omsn/voxelshape_wont_export/?utm_source=ifttt)
If this is not a direction you wish to take the tool I understand, but I wanted to make the suggestion anyway, just in case.
Since SMP Toolbox has long gone out of support from it's developer, and has never had any form of multiplatform support, there's plenty of room for this tool to pick up where they left off.
A few mods still actively make use of this render as well. The ones I know of, aside from flans, are Traincraft and Fexcraft, additionally, both of those mods have their own, actively updated, spin-off of the render, with extended features beyond the original flans core.
https://github.com/EternalBlueFlame/Trains-In-Motion/tree/master/src/main/java/fexcraft/tmt/slim, Traincraft's upcoming rewrite
https://github.com/Fexcraft/FCL/tree/1.12.2/src/main/java/net/fexcraft/mod/lib/tmt,
Fexcraft
You can find the modeler SMP Toolbox here:
https://www.minecraft-smp.de/index.php/toolbox-2-0
The whole thing originated here I believe:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1272395-1-2-5-you-know-what-time-it-is-its-garycxjk-time
Things that would require change/addition to the blockbench editor:
New "cube" types
i - Shapebox: allows individual customization of each vertex (corner) on the cube.
ii - Trapezoid: uses the same concept as shapebox but controls are simplified to define a single side and how much to move in or out all 4 corners of that side.
iii - FlexBox: essentially the same as Trapezoid except that you can control each facing individually, for example only moving out the north end of the top side.
iv - FlexTrapezoid: it's got some added features to FlexBox that I can't find the words to elaborate on, it's something you'd have to use the tool to understand.
v - Shape3D: a 3+ sided polygon that allows you to define the number of sides and their positions in a 2d fashion, alongside an extrusion amount for making it 3d. It also has the standard position, offset, rotation, and texture mapping data of a normal cube.
Misc functionality
i - ability to mirror, and flip the new "cube" types.
New export types
i - .mtb: an archive format containing a config text, the model geometry data, and the texture .png file, used only by the editor.
ii - .java: Flans vehicles, this variant specifies parts and vehicle type, used by the game.
iii - .java: Flans bullets model, a much simpler model format that retains the same general features without all the extra specification for parts or vehicle type, used by the game.
Features beyond SMP Toolbox
i - Support for decimals in the dimensions, the tmt render supports it fully, but the editor never has.
ii - Support for optional face culling, some variants of the render do it, others don't.
https://www.khronos.org/opengl/wiki/Face_Culling
iii - Support for adding the boxName to the geometry, toolbox never did that, always bothered me, admittedly this one is a bit selfish of a request as Traincraft uses them as identifiers for the animation process.
Self-explanatory. Although other entities appear in the list of templates, the conduit and active conduit are missing models.
Clicking confirm generates this error in console:
Uncaught TypeError: Cannot read property 'name' of undefined
at generateShape (<anonymous>:220:25)
at Dialog.onConfirm (<anonymous>:71:13)
at HTMLButtonElement.confirmFn (api.js:729)
at HTMLButtonElement.dispatch (jquery.js:2)
at HTMLButtonElement.y.handle (jquery.js:2)
Limit texture to palette colors option
every pixel on the texture would be rounded to the closest palette color
I select my ".nbt" structure file and the "assets" folder path, but when I confirm it says: "Error: File not found: blockstates\cobblestone.json"
The assets where extracted from the 1.14.4 client jar.
Hello,
is it possible to import a tabula animation in blockbench? coz it worked for the model but not for the entity
Thx
Example of use case: I have models that exported wrong where all bone names were reset to the same names so now I have models with 1000's of cubes that have all the same bone names and I need a quick easy plugin that would fix duplicate bone names by appending a number to the end of the bones name and checking if it exist or not?
Hi, either I don't know how this program works, or there is a bug.
My flow up til now was:
Those are ma EXACT steps. After that I tried playing with properties of each texture, grouped my blocks together but nothing seems to work. Whenever I click "export resourcepack", properties are reset (texture directory set to 'blockbench', namespace to 'minecraft'), names reset to texture_n.png
. Only variable name stays the same.
This is terribly frustrating. My system is linux Ubuntu 20.04, I use .deb package of blockbench.
action.optimize.desc @KroziTech
In Importing VOX model with plugin vox_importer when using new version of Blockbench cannot import his textures
ModUtils currently allows for the import of Tabula models, but as of now there is no way to export Tabula models from BlockBench (at least as far as I can tell) Correct me if I'm wrong.
Thanks for considering!
If I have a cube with rotation, Mod Utils will export it unrotated in the .java file.
Appears to me now that Forge probably doesnt support rotated cubes, but then maybe at least expand the shape to fit the cube?
i have been using the voxel import plugin for some time now but since today i have not been able to use it, the import vox setting has disappeared
i have tried re downloading and installing blockbench as-well as the plugin neither have helped
i use blockbench on mac os but this problem occurs on the web version too
hello i was wondering if you could make a java forge entity wizard
This csmodel of a large t-rex is crashing the plugin on import into blockbench using the CraftStudio Model Format plugin. Link to model here: http://share.coros.us/files/t-rex2.cspack
After debugging the plugin i was able to determine it is crashing when calling String.fromCharCode.apply
I have another model with the same issue, the creator of the model seemed to have used some downloaded steve model as a starting base which might have caused some internal difference in the texture format resulting in this crash, or maybe its just because the models have a lot of parts, uncertain, not savvy enough in this area to track this down quickly.
The model may also look broken on import but thats only because the crash prevented Canvas.updateAll() from being called.
Full crash:
Uncaught RangeError: Maximum call stack size exceeded at Codec.parse (<anonymous>:507:66) at <anonymous>:574:19 at FSReqCallback.readFileAfterClose [as oncomplete] (internal/fs/read_file_context.js:54)
Info:
Blockbench 3.5.2 desktop
Windows 10
Me and a friend have tried to import a .vox file to create a Bedrock file but after installing your plugin Voxel Importer there is no option to import, the only option available is FILE>IMPORT>IMPORT PROJECT. Am I and my friend doing something wrong or is the plugin not working for Block Bench.
I can't make a circle in the block bench before I pressed the filter and the option to make the circle more pleasant appeared, I press it and nothing happens how do I solve it?
a complete blockstate editor
model 3d random
block specific tag
Make blockbench open .java entity models (and maybe other models other than .json, .jem and .bbmodel)
a plugin to fix texture overlap by shrinking blocks to prevent overlap.
I'm trying to make custom hats for iChun's hat mod, and used Blockbench. I need to export as a .tbl file, or have some way to convert it. Yes, I am using Mod Utils, and it doesn't have an option to export as a .tbl file, as far as I'm aware.
I cannot export the model. When I use the Geckolib plugin for 3.6.6, the plugin can only export other files, but not animated java entity. Pls fix
Hi,
I started adding the compatibility for Fabric 1.17 to modded_entity_fabric.js.
It kinda works already for the most part, but not knowing the templating syntax I can't finish it properly.
It's missing mostly ifs and conditions to polish the generated code.
I listed, starting at line 132, the missing adjustments to complete it.
Here's the edited file
Thank you.
Hello!
Would be really cool to implement this website as a plugin for Blockbench: https://vberlier.github.io/animated-models/
It allows us to animate models without having to switch custom_model_data like this: https://github.com/JannisX11/blockbench-plugins/blob/master/plugins/animator.js
This is an example video of this tool in action: https://www.youtube.com/watch?v=ZwdqY-7pYu4
Thanks for all your efforts
When I open (not create) Java Block/Item model display tab is disappearance. Maybe it is not bug.
Intented outcome :
Stitch 5 textures into one on Blockbench latest version (Version : 3.8.3, just checked)
Actual Outcome :
When I use the functionnality to stitch the textures into one, blockbench lags for a couple of seconds and then just go into grey screen and nothing happens (no matter how long I wait).
Just for precision this isn't the first time I stitch textures together I've done it already in the past and didn't had any issue.
This is the texture I'm trying to stitch together (and the screenshot of the grey screen) :
Would be great if you can actually solve it, because I use this functionnality a lot since it's very useful to make the ressource pack compacter :)
Thanks
Add support for Mojang’s Official Mappings (MojMaps).
Entities created with the bedrock entity generator filter have textures mirrored in the z axis.
I am using Blockbench more as a viewer to edit textures and noticed that the textures in Blockbench are mirrored in the z axis compared to what is displayed in game. This makes the left side texture the right and the top, bottom and sides mirrored.
Blockbench 3.4.2 Desktop on windows 10
So I attempted to import a .tbl file made in 1.15 Tabula into Blockbench using Mod Utils, and it just didn't import anything except the root bone (which I'm not even sure was in the original .tbl file as I'm attempting to do this for a friend) @JTK222. I'm not sure if this happens on older versions of Blockbench, or with older .tbl files, but I'm wagering that this is an issue with newer versions of .tbl files.
Mods like the Connected Texture Mod and other custom renderers use the vanilla JSON block model format, but have extra data that gets parsed out of the model on a per-part or per-face basis. It would be nice if we could select parts or faces and have the ability to define custom key/value pairs like "lit": true
or
"extra": {
"connect_to": [
{ "block": "lava" },
{ "block": "flowing_lava" }
],
"light": 12
}
(example from the CTM wiki)
These "sidecar" pairs would be available to be put in saved or exported models much like the rotated
key Blockbench adds to parts with multi-axis rotations. For example, in JSON, they would be saved at the same level as the to
and from
keys in parts.
i just updated blockbench to version 3.0.2 yesterday, and the plugin i use to create octagons and hexadecagons will not display the blocks/components unless i save and restart the program. and when i do reopen the file, the blocks are there but they are ungrouped. im not sure if this is a compatability update bug or what, but could it be fixed? that plugin is used extensively in the mod i model for, and this bug is causing production to be slowed down very much.
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