... | @@ -73,15 +73,28 @@ and drag the pivot point. |
... | @@ -73,15 +73,28 @@ and drag the pivot point. |
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> ![](../Assets/Modeling/pivot.png)
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> ![](../Assets/Modeling/pivot.png)
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## Hitbox and Eye Height
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## Hitbox and Eye Height
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After creating the model, all there is left is assigning a hitbox and eye height to the model.
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The `Hitbox` works exactly like how vanilla hitboxes do. You can hit it, shoot arrows at it, and the model will get stuck if trying to pass through a gap too small for it.
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`Eye Height`, on the other hand, tells Model Engine how tall is the model. When a mob is short, it tends to look up at you. When it is tall, it looks down on you. `Eye Height` allows you to set the exact height of your model so the model looks at you correctly. It is also where the headshot area of the mob will be, so if blocked the mob will suffocate.
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Create both by adding a bone called `hitbox` with a cube inside. The size of that cube is the hitbox size, and the eye height is the Y value of the `hitbox` bone's pivot point.
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After creating the model, all there is left is assigning a hitbox and eye height to the model.
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Due to Minecraft's limitations, the X and Z values of the hitbox must be the same. Therefore, Model Engine only reads the X size of the cube, and ignores the Z size. The hitbox must also obey **Minecraft's hitbox limit, which is 64x64x64 in blocks (1024x1024x1024 in pixels)**.
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The `Hitbox` works exactly like how vanilla hitboxes do. You can hit it, shoot arrows at it, and the model will get
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stuck if trying to pass through a gap too small for it.
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`Eye Height`, on the other hand, tells Model Engine how tall is the model. When a mob is short, it tends to look up at
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you. When it is tall, it looks down on you. `Eye Height` allows you to set the exact height of your model so the model
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looks at you correctly. It is also the "breathing" position, where the mob will suffocate if it is in a solid block.
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Create both by adding a bone called `hitbox` with a cube inside. The size of that cube is the hitbox size, and the eye
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height is the Y value of the `hitbox` bone's pivot point.
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Due to Minecraft's limitations, the X and Z values of the hitbox must be the same. Therefore, Model Engine only reads
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the largest width of the cube, and ignores the Z size. The hitbox must also obey **Minecraft's hitbox limit, which is
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64x64x64 in blocks (1024x1024x1024 in pixels)**.
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> ![](../Assets/Modeling/hitbox.png)
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> ![](../Assets/Modeling/hitbox.png)
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## Shadow
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## Shadow
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To finalize the model, you can optionally create a shadow for the model to make it more grounded in game. The shadow can
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be at any size, will always be centered around the model, and be placed on ground level.
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To create a shadow, add a bone called `shadow` with a cube inside. The largest width of the cube will be the diameter of
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the shadow, while the height of the cube is ignored.
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> ![](../Assets/Modeling/shadow.png)
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> ![](../Assets/Modeling/shadow.png)
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## Special Bone Behaviors
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## Special Bone Behaviors
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