![]() ![]() Now that you've imported your assets, It's time to make an entity. Your texture can be imported as any regular texture is imported into MCreator. Drop your animation file in the animations folder and your model in the geo folder. Once the API is enabled, you will need to create two folders in your mod's assets directory, "geo" and "animations". Now, onto the first step, which is obviously enabling the API and regenerating the code. The model name needs to be lowercase and not have any spaces. Java models or bedrock models made without it will NOT work unless converted. Your model will need to be a GeckoLib animated model, which is available when using the GeckoLib blockbench plugin. The animations you trigger through the procedure can be named anything you want.ĮDIT: Since some of you seem to have a bit of trouble with this, here is a screenshot showing how you structure the animations properly in blockbench: Delete the default name you get when creating them, there's no need for the nonsense I keep seeing people use in the replies. (, ) The animations for the built-in triggers inside the animation file need one of the names above. Your animation file and model file will need to start with the same name. If you do not want to make them, don't, since you can use the procedure added in version 1.9 of the plugin to play any animation you want. These animations will not require a procedure to play (except for sneak and sprint). Added as an option of the model procedure in version 1.5 Support for the head movement animation which will apply to the group named as "head" in blockbench."sprint" -Will play while the entity is sprinting (can be set through a procedure block, loops)."sneak" -Will play while the entity is crouching (can be set though a procedure block, loops). ![]() Time to learn how to use your GeckoLib models and animations! The plugin, by default, will play 8 built-in animations (which your animations will need to be named as when making them): ![]()
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