Then go to File>Export>Export Java Entity. Now, feel free to texture your armor, and save the. Then, go to FIle>Convert Project>Modded Entity (create copy is your choice)>Confirm. The "armorRightLeg" and "armorRightBoot" should be set to -2, 12, 0, with the other two ("armorLeftLeg" and "armorLeftBoot") having a pivot point of 2, 12, 0. The "armorRightArm" should have a pivot point of 4, 22, 0 and the "armorLeftArm" should be set to -4, 22, 0. Now, make sure "armorHead" and "armorBody" pivot points are set to 0, 24, 0. ![]() This will leave you with "armorHead," armorBody," armorLeftArm," "armorRightArm," "armorLeftLeg," "armorRightLeg," "armorLeftBoot," and finally "armorRightBoot." I reccomend doing them in that exact order to simplify the MCreator steps. Then delete all the "bipedX" and "dontTouch" items. When you are FULLY finished with your model, drag all the "armorX" groups into the main root folder in Blockbench. Make sure when modeling the head, to set all the cubes in "armorHead" and same goes for the other body parts (ie, body, arms, legs, boots). If you don't know how/what to model, please don't ask for support for that here. This will create a bunch of folders and import a biped into the viewfinder. Then hit confirm, then go to File>GeckoLib Model Settings>Object Type: Armor>Confirm. You will NOT texture the model untill a later step. Then, select ox UV and I reccomend a 32x32 texture or a 64圆4 one. Then, create a new GeckoLib Animated Model, select a file name and model identifier. ![]() The first step is to open blockbench and install the "GeckoLib Animation Utils" plugin. If you want screenshots, I will add some, but I am currently unable to make a YouTube video. If there is an "X" anywhere, it means thats where you put your identifier, file name, etc. I will NOT teach or guide you how to model it or use Blockbench, nor will I explain how to fully use MCreator. In this tutorial I will explain how to get a Blockbench model to a working MCreator model in Minecraft.
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