Normal | Long Hair | Other | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | value | name | value | name | value | ||||||||
damping | 0.2 | damping | 0.894 | damping | 0.025 | ||||||||
elasticity | 0.05 | elasticity | 0.1 | elasticity | 0.008 | ||||||||
stiffness | 0.8 | stiffness | 0.783 | stiffness | 0.85 |
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/* | |
- Properties.StaticProperty (PropertyBool) | |
- when true, show the static parts of the model (the non animated ones) | |
- when false, show the animated parts | |
- Properties.AnimationProperty (IUnlistedProperty<IModelState>) | |
- The model is animated by rebaking it using the value of this property | |
What is a joint? | |
- basically, part of a model that you'd like to treat as 1 single unit for animation purposes |
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{ | |
"parameters": { "name": <time_value>, ... }, | |
"clips": { "name": <clip>, ... }, | |
"states": [ "name", ... ], | |
"transitions": { "name_from": "name_to", ... }, | |
"start_state": "name" | |
} | |
<time_value> ::= | |
<number> // result = number; Constant value. |
Note: This primer assumes you are using MinecraftForge 1.8.9 build 1670 or above. Correctness not guaranteed otherwise. Note 2: This primer is for 1.8.x. Changes in 1.9 are on another gist: https://gist.github.com/williewillus/e37edde85dc78d2e138c
This guide is intended for those with a clear knowledge of general modding and want a quick up to speed on how new things work. If you are confused, please hop on IRC and ask for help!
- 1.7: EVERY BLOCK SHAPE EVER was hardcoded into RenderBlocks or your ISBRH. Oh God, just look at that class. Actually don’t, if you value your sanity.