... | ... | @@ -9,7 +9,7 @@ animating. |
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To start modeling, create a new Generic Model project in the start page. And fill in `File Name`. `File Name` would be
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the ID of the model in Model Engine, so choose wisely.
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> 
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> 
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> 
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Before moving any further, there are a few very essential concepts you must learn.
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... | ... | @@ -41,7 +41,7 @@ the bone. |
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> 
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Let's make a simple animal model. Meet Mr. Capybara!
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> 
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> 
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When modeling, make sure you look at the grid in Blockbench and see if your model is facing North. Model Engine uses
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North as the default forward direction. The grid is 16x16 pixels big, or 1 block big if you need a sense of scale.
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... | ... | @@ -54,15 +54,15 @@ North as the default forward direction. The grid is 16x16 pixels big, or 1 block |
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No, this has nothing to do with teaching children.
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Parenting is when one bone is placed inside another bone. The outside bone is the parent, and the inside bone is the
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child. This is useful because the child bone will follow the parent bone
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while [animating](https://raw.githubusercontent.com/Ticxo/Model-Engine-Wiki/wiki/Everything-about-animating) the model.
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while [animating](Animating-a-Model.md) the model.
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It is a nice practice to create a parent-child bone hierarchy, so that when animating, bones will stay at the correct
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position.
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Usually, bones are paired according to their connection. For example, connecting `Arm`(child) to `Body`(parent) so
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that `Arm` will stick to `Body`, no matter how `Body` moves or rotates.
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Let's do this to Kindletron JR. as well.
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> 
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Let's do this to Mr. Capybara as well.
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> 
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## Pivot Point
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... | ... | @@ -72,7 +72,7 @@ else they will rotate strangely when you animate it. |
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You can set a bone's pivot point in BlockBench by selecting the pivot tool, then selecting the bone folder (NOT CUBE),
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and drag the pivot point.
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> 
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> 
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## Special Bone Behaviors
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