Notice!This document is serious!Please use the latest wiki as the latest wiki as the http://page.cfpa.team/ysm/ysm/ysm/ysm/zh/
I really have no time to update, forgive me!
Original author of this document liquor deoxic acid bacteria.
The main model of the YES STEVE MODEL module must be Main.json.Its puppets' animation puppets have entered the standardized design, and only need to be made according to the specific layout of ⽅ 其 to be compatible.After the game, the Config \ Yes_Steve_model \ Custom \ default folder recorded by the game main 的 will move into a model standard model and animation file, you can modify and distribute it on the basis of it.
How to make a custom model
Because the model naming in the community is different, the naming naming of the model is regulated.
Of course, you can not comply with these standards, the model can still be loaded safely, but it will not be able to use the default action normally. Of course, you can make animations that adapt to your own model yourself.
1. Format specification
①. Writing format
The group name should be all adopted to write the hump type, and the ⽤ ⽤ 组 组 ⽂ 组 description, according to the adjective + name form into the combination of the ⾏, the example is as follows:
Left arm: leftarm
The entire head: allhead
②. Simple principles
The naming should make the 洁 洁 ⽰ ⽰ as follows:
Table ⽰ l ALL ⽽ is not WHOLE, because the former is more concise. The eyes are not headeyes, because the eyes must be in the head packet, ⽆ need to emphasize the emphasis on, and you need to emphasize it.
③.
In some models, rotate and displacement.The grouping of some models has not been paid, but it does not add animation and other operations.
A MOUTH group sets multiple groups in order to make stools for models, but it does not have specific meaning and no animation.It can be named MOUTH1, MOUTH2, MOUTH3, etc.
④. Specific group name
Some specific group names are not allowed to be changed, otherwise it will cause some of the content of the game to be normal:
2. The production of the first -name vision of the 型 ⼀⼈ ⼀⼈
The ⼀⼈ ⼀⼈ ⻆ 型 第 第 must be named ARM.JSON, which can be obtained by modifying it through the main model.Its production method can refer to the following steps:
1. Copy the main model 制 parts;
2. Find Leftarm and Rightarm packets to copy it to the root recording; 3. Delete the entire ROOT group;
4. Paste the just -copied Leftarm and Rightarm group;
5. Modify the X Y Z rotation of Leftarm and Rightarm.
We have also added the background display function to the 模 model. In the recording of the root record, we create a packet named Background name. The game will render this group into the background when it is visited.It is not affected by the player's ⼿ ⼿ and the state.
Finally, the model you make in Blockbench should look like this:
3. Making of stickers
The material makes the ⽤ png format material, and it is not recommended to make the ⽤ transparent texture, which will cause various rendering errors;
The name of the material can only make ⽤ ⼩ ⼩ ⽂ ⽂ characters, numbers, downline and other characters, and there are no restrictions;
The model is holding multiple stickers, and you can place it if the stickers are placed, and the games will be intelligently identified intelligent
4. The production of animation ⽂ parts
Animation 选 is optional.When there is no animation pupa or lack of some animations, the game will intelligently adjust the default animation ⽂.If your model is modified according to the default model, then it can be perfectly compatible.
There is only an animation in the game that is added by the code. It cannot be modified: the animation of the head with the label with the label: the animation added by the intelligent identification Head packet
If you don't like the animation controlled by this code, you only need to set the first name
The following animation is an active -defined animation, placed in main.animation.json ⽂ ⽂, and can be modified by ⾏⼆:
walk
Animation when the player walks ordinary
Circular playback
run
Animation when the player runs
Circular playback
climbing
The animation of the player under the door of the live board
Circular playback
sneaking
Players sneak, but animation when not moving
Circular playback
sneak
Players sneak and animation when walking
Circular playback
swim
Animation of players when swimming
Circular playback
swim_stand
Players stand in the water in the water
Circular playback
Attacked
The animation when the player was attacked
Single play
jump
The animation of the player when he leaves the ground
Both flight and jump call this animation and play circularly
Fly
The animation played by players when flying in the spleen
Circular playback
boat
The animation when the player is sitting on the boat
Circular playback
use_righthand
Players play the animation when using the right hand
Single play
use_lefthand
Players play the animation when they use their left hand
Single play
Sleep
Animation of players while sleeping
Circular playback
Ride
Players' animation when riding (donkey)
Circular playback
Ride_pig
The animation of the player when riding a pig
Circular playback
sit
The animation when the player sat down
Circular playback
idle
Animation without any operation
Circular playback
The following are eight -combined animation, and the animation and active animation are independent of each other, and they are also placed in the main.animation .json file.Under what circumstances will be played by making them: tails, ears swing, blinking animation, and so on.
Parallel2
Parallel4
Parallel6
Parallel1
Parallel3
Parallel5
Parallel7
Independence with the active animation and play at the same time
Circular playback
The following animation is eight additional animations. Extra an additional animation needs to be placed separately: extra .animation .json files. These animations will be broadcast when using the animation wheel disk
extra0
extra2
extra4
extra6
extra1
extra3
extra5
extra7
Use the animation wheel disk to play the corresponding additional animation
Play according to the cycle type set by animation files
Note: The operation of the operation is higher than the active animation. If the active and the operating animation operate the same bones at the same time, then the action painting will cover the active animation.
Molang grammar expansion and introduction
Molang is an extremely simple language of Mojang's official ⽅ m m m m. We can achieve various complex animations through Molang.
To explain more clearly what is Molang and understand its mechanism, we start with the mechanism of the base rock version of the animation.The mechanism of the base rock version of the animation is often simple. New key frames are created at different time points to set the position/rotation/zoom of a certain component.When the animation starts, the program will move to calculate the inter -inter -animation, so that the component will move/rotate/zoom/zoom to another ground, and make the animation effect from ⽽.
What we set for each key frame is a specific number, which determines that when the key frame is played, the position/rotation of the component/rotation ⼤⼩ ⼤⼩ ⼤⼩:
But in special cases, this number is not fixed.⼿ If we expect players to swing the ⻆ ⻆ 30 degrees when holding the items, but the swaying of the pupae is 60 degrees when the empty puppet is empty. At this time, we can make the ⽤ Molang expression.
设计 An animated design is a show/hidden model. If we expect the player to wear a helmet, we look at the helmet component.We can make the component function to hide the components. When the X Y Z scales of the component are all 0, the component is hidden, so we can write it in blockbench ⾥⾯:
This ⾥ ysm.has_helmet is a molang parameter. It will return numbers 1 when the player wears a helmet, and return the number 0 when we do not wear a helmet, just to achieve the hidden/display function we want.
Since the beginning, the hair model has been a very headache.When the player looks up, his hair will turn around, and he directly pokes the player's bodies.We can also cleverly solve this problem with ⽤ Molang.The idea is as follows:
1. When the player raises his head, the hair no longer rotates with the head, and it is vertically downward (that is, the rotation of the hair rotation is the opposite of the head, offset each other)
2. When the player looks down, the hair rotates the head (that is, the rotation is 0), then we can write the Molang parameter like this:
Let's introduce the meaning of this parameter one by one:
This is a conditional writing method. Its format is the judgment condition written like this? If the result returned when it meets: the result returned when it is not conforming (ysm.head_pitch> 0): Judgment condition.The player's pilleration is -90 degrees to 90 degrees. This determines whether the player's pilleration is ⼤ 0 degrees, and the brackets include more intuitive.
-Ysm.Head_pitch: When the player's pilleration is ⼤ 0 (that is, when the head is raised), we deliberately reverse and turn the hair to the back.
0: When the player's proneness is ⼩ 0 (that is, when looking down), we turn it to 0, so that the hair will rotate with the head.Of course, Molang has a more complicated method, which we will not repeat them for the time being.We list the various variables added by this module in the next. You can make various animations:
Whether the player is in a sneak state is 1, otherwise it is 0ysm.armor_value player's nail value 0 to 20ysm.Hurt_time Player injury. When the player is injured