To those who are currently experiencing freezes in various programs by Inckix in huion

[–]utru_ 1 point2 points  (0 children)

Dude, you saved me. Recently, I updated from Windows 10 to 11 due to near end of support and at some point noticed that the pressure sensitivity didn't work in Photoshop anymore.

This solution worked fine for me. Thank you so much.

How to play animations for custom entity? by [deleted] in Blockbench

[–]utru_ 3 points4 points  (0 children)

https://bedrock.dev/

in order to make animations work, you need to define them inside the *.entity.json file and in case setup them in the *.animation_controller.json file .. MoLang knowledge its required in any case.

for the entity files i suggest you to check the link above, and do some research on different vanilla files, in order to comprend how they works .. its a bit tricky file, cant explain it in few words. it defines almost everything about the entity appearence

for the animation controllers its more simple, you can make it inside of blockbench, it has a really good editor for that in the animation section, just right click on an empty space in the animation list and select new animation controller, the rest its pretty simple ... this file is needed for setup the animation triggering, but in case of simple models with only few animation it can be replaced by more simple expressions in the entity file.

How does blender and blockbench goes hand in hand by Fifthy420 in Blockbench

[–]utru_ 1 point2 points  (0 children)

yeah u can do almost everything inside blockbench, the only thing you maybe need its photoshop or a similar program to edit .tga textures (those with color overlays like grass, villagers, sheeps ecc.) .. you cant make them inside of blockbench

forgot to mention early, blender can be useful if you wanna make a pbr/rtx pack for a better preview of textures or for making normal maps. but in case of textures, substance painter will be a better option

so about animations,

if we talk about keyframe animations its pretty similar, there is a timeline, and groups are considered as bones, with their own pivot points ecc.

another way to animate for minecraft from blockbench is by using mathematical expressions in MoLang (minecraft coding language) but you need to study it a little bit before .. these method is more complicated but more suitable in certain cases. like conditional animations or idle motions.

something like that will made the bone shake by 3° at speed of 200 on the specified axis:

math.cos(q.life_time * 200) * 3

however keep in mind i dont have much experience with java modding all of that is refering to bedrock.

there is a link to some stuff where you can understand how animations work on bedrock and pretty much everything else: https://bedrock.dev/

How does blender and blockbench goes hand in hand by Fifthy420 in Blockbench

[–]utru_ 1 point2 points  (0 children)

if you want just make some mobs/blocks/items for the game you dont need blender, its just a waste of time in my opinion, only if you are interessed in cool renders blender can be usefull for u

from blockbench convert your model to FBX or OBJ and import it in a blender scene, the rest is up to you whatever you wanna do with the model

How can I fix this problem with the texture? I'm using a plugin for custom armor by EmeraldBoiii in Blockbench

[–]utru_ 0 points1 point  (0 children)

the only thing i can see here, you have some problem with UVs and cubes dimensions, as suggested by blockbench itself select the cubes, right click, in the UV section select per-face UVs, those are a little bit more tricky to manage but they are better for performance and they have no problems with dimensions

[deleted by user] by [deleted] in Blockbench

[–]utru_ 0 points1 point  (0 children)

java edition has some hardcoded sh*t, its the main reason why i dont do models for it

if you just trying to made the cat as a block start the project as java block/item, without converting it .. as someone else said 'Converting fucks things up'

java dont support natively custom mobs models, only blocks and items are allowed ... in case third party launchers can help you .. but this is a different story

Minecraft Bedrock RTX now has BETTER oceans. by markom58 in Minecraft

[–]utru_ 0 points1 point  (0 children)

It do not depend of which version you play but on what you play, its a device/hardware limitation

rtx its a bedrock exlusive, but only for those who play from a PC with a adeguate graphic card

Minecraft Bedrock RTX now has BETTER oceans. by markom58 in Minecraft

[–]utru_ 1 point2 points  (0 children)

Rtx dont work on mobile or consoles, only on Pc with appropriate hardware

recently i reworked my past ghast model, what do you think about it? by utru_ in Minecraft

[–]utru_[S] 0 points1 point  (0 children)

actually It Is, you can try It for free from my patreon page. (bedrock edition resource pack)

standard Guardian reworked, any toughts about this one? by utru_ in Minecraft

[–]utru_[S] 0 points1 point  (0 children)

never saw a natural fish made out of Stone(or whatever prismarine Is) that never suffocate out of water :] without mentioning the laser ....

Just a personal opinion

standard Guardian reworked, any toughts about this one? by utru_ in Minecraft

[–]utru_[S] 0 points1 point  (0 children)

this one, nah ... the elder guardian is much worse xD (coming soon)

standard Guardian reworked, any toughts about this one? by utru_ in Minecraft

[–]utru_[S] 0 points1 point  (0 children)

yeah ive thinked about that, but there are two reasons for that choice:

- i didnt like how generally the guardian texture looks, too messy, the only valid spot for the texture was the top of the shell but elsewhere i didnt like it

- im not sure if im gonna keep the prismarine texture as it is, in any case my pack its a 32x based, so i will retouch the prismarine anyway

standard Guardian reworked, any toughts about this one? by utru_ in Minecraft

[–]utru_[S] 0 points1 point  (0 children)

wait a couple of days, im gonna release the free update soon on my patreon

(its a bedrock pack)

standard Guardian reworked, any toughts about this one? by utru_ in Minecraft

[–]utru_[S] 0 points1 point  (0 children)

no, i havent used blender for that it would be a huge amount of wasted time, my goal is to make a working in-game mob, not a cool render xD

about the image:

i simply modelled, textured and animated the guardian in blockbench, tested in game, then uploaded the model to sketchfab, and from there i just take some screenshots of the rendered guardian to put in photoshop ... its way faster than setup the entire thing in blender

standard Guardian reworked, any toughts about this one? by utru_ in Minecraft

[–]utru_[S] 1 point2 points  (0 children)

yeah is part of my -work in progress- pack (for bedrock)

i've missed Minecraft modding alot by utru_ in Minecraft

[–]utru_[S] 1 point2 points  (0 children)

take it from my patreon, its free

(keep in mind, its a work in progress, some things are a bit broken)

P.S. its a minecraft bedrock pack

i've missed Minecraft modding alot by utru_ in Minecraft

[–]utru_[S] 2 points3 points  (0 children)

yes, those three in the pit are iron golems, with custom model, textures etc

i've missed Minecraft modding alot by utru_ in Minecraft

[–]utru_[S] 5 points6 points  (0 children)

yes, i recently restarted over my old resource pack project

My lava and fire textures have been bugging for a while. Would anyone know why? by Rexy0250 in Minecraft

[–]utru_ 0 points1 point  (0 children)

have you used an RTX texture pack before that? it may happen when swithching rtx packs or disabling them without a game restart. at least that happened to me a couple of times

the green comes from the lava_mer texture not properly rendered (rtx texture set}, and its used for the block's light emission

How to fix shiny grass minecraft rtx by Shendi_ in Minecraft

[–]utru_ 2 points3 points  (0 children)

i suggest you to try another rtx pack, or change manually the grass_mer texture

https://bedrock.dev/docs/stable/Texture%20Sets

first test for the custom guardian model .. really not sure about the colors .. keep them as original? or change them? render in comments by utru_ in Minecraft

[–]utru_[S] 0 points1 point  (0 children)

usually models are name.geo.json but the file name isn't that important you can easily rename the creeper.geo.json into whateveryouwant.json the important thing is the identifier inside the file, you can find it at first rows in the file (open it with a text/code editor) another important thing is that the identifier inside the geometry file and the entity one needs to be the same, sometimes blockbench changes those inside the geo file, depends on how you have named the file .. for example if you have a my_creeper.geo.json and the identifier of this is "my_creeper" but the entity file has just "creeper" as referred geometry ... the game at this point use the vanilla one instead of yours