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本教程是对官方支持的附加包来修改的。

概括

本教程是对于高级用户编写的!普通用户请不要轻易尝试! 请您熟悉 JSON 的数据格式。如果您并不熟悉的话,请阅读行为附加包教程的JSON部分。 在本教程中,我们将涉及:

  • Minecraft的JSON模型格式
  • 如何去修改模型

所需时间

30 分钟

所需工具

一个文本编辑器

任何的文本编辑器应该都是可以的,但是我们建议您使用用于编程的IDE软件。Notepad++ 是一个优秀且免费还带有多编程语言高亮显示支持的编辑器。你可以在 here 下载Notepad++ 。

入门

在本教程中我们将使 爬行者 有3个头。但是在修改 爬行者 之前,我们来看看组成模型的代码。

Minecraft模型格式

Minecraft的实体建模由JSON语言编程,叫做 mobs.json.你可以在Minecraft vanilla资源包找到他 Vanilla Resource Pack/models/mobs.json.这个文件包含了所有Minecraft中实体的模型代码。 它们看起来是这个样子的:

Entity Template Pseudocode
"geometry.entityname": {
  "texturewidth": x,
  "textrueheight": y,
  "bones": [
    {
      "name": "body part name",
      "pivot": [ x, y, z ],
      "cubes": [
        {
          "origin": [ x, y, z ],
          "size": [ x, y, z ],
          "uv": [ x, y ]
        }
      ]
    }
  ]
}

Note: 警告:这只是一个参考例子,不是一个可用的实体模型。如果你使用它作为代码,他将不会工作!

geometry.entity 名字是这个要修改的实体的名称
texturewidth 宽度单位,1个像素
textureheight 长度单位,1个像素
bones 骨骼动画使几何体运动,它包含了使几何体运转的信息。注:但这也有局限性,他只能使包含在源代码骨骼动画清单的骨骼部分运。
name 骨骼(动画)的名称
pivot 位置是实体肢体的旋转中心。例如:爬行者的头是能绕着这一点旋转的方形构成。
rotation 旋转实体的部分在xyz轴上。注: 游戏可能会覆盖包含动画的对象。
mirror 布鲁值,可设置为true或false。如果填true,游戏会根据UV位置映射对应的肢体。例如:LeftArm-RightArm
cubes 如果几何没有骨骼动画,写入此关键符并键入要映射的动画肢体名,即可赋予几何动画。
origin The position of this cube, relative to the origin of the entity. Note that this position is the bottom front left point of the cube.

Example: For the creeper’s body cube, the red circled vertex is the origin for the body cube.

CMEMPicture 7
size The size of the cube. Note that a cube of 16x16x16 is the same size as a single block!
uv The pixel coordinate of where this bone is in the entity’s texture. Note that this is specified as the x pixel (horizontal) first, then the y pixel (vertical). Note that this pixel should be the top left corner of the square that textures the cube.

Example: The red pixel is the pixel you want to specify for the UV for the “body” bone for the creeper ("uv": [ 16, 16 ]). The body will then be textured using the texture in the area enclosed in the dotted line.

CMEMPicture 6
mirror Can be true or false. If true, mirrors the UV mapping of the entire cube in the x axis.
inflate Inflates the cube by expanding it in each direction by the given number. The number can be negative. Inflate does not affect UV mapping.

Bones and animation

Bones are what we use to animate a model. Think of it like a human skeleton! In the human body, bones are moved by muscle, and your flesh moves along with them. In 3D animation, bones are moved by an animation and that, in turn, moves the geometry that is attached to them!

Important Note!

Models are not entirely data driven yet. While it is possible to change things about a model, there are still certain hardcoded values like: which bones an entity needs, what material an entity is rendered with, and what animations an entity has. This means that you cannot just copy and paste geometry from the villager into the spider section and hope that it works! Until this system becomes more data driven, you will need to do some experimenting to achieve the results that you want!

Make sure you name your bones correctly! The name of the bones for an entity should be the same as they are in the Vanilla Minecraft resource pack. The animation and rendering of a model relies on this information being correct as explained above!

Modifying the Creeper

Now that we’ve looked at how the Minecraft model format is setup, let’s modify the creeper a bit. We are going to make him have 3 heads, 2 on bottom and then 1 stacked on top, like a pyramid.

  • First, find the geometry.creeper section in Vanilla Minecraft’s mobs.json file and copy it.
    • Vanilla Resource Pack/models/mobs.json
  • Create a new folder in your resource pack called models
  • Create a new JSON file called mobs.json and save it into your new models folder
  • Enter in a pair of curly brackets ({ }) into your new mobs.json and then paste the geometry.creeper from Vanilla’s model file after the left curly bracket.
  • Now, let’s first move his original head to the left a bit. To do this, we are going to change the x component of the origin for the bone named "head" from -4 to -8.
  • Now copy everything in the square brackets for "cubes" for "head". This should just be the text highlighted grey.
    mobs.json – geometry.creeper – head section
{
  "name": "head",
  "pivot": [ 0.0, 18.0, 0.0 ],
  "cubes": [
    {
      "origin": [ -8.0, 18.0, -4.0 ],
      "size": [ 8, 8, 8 ],
      "uv": [ 0, 0 ]
    }
  ]
},
  • Add a comma after the right curly bracket for the lines you just copied.
  • Paste the lines you copied after the comma
  • Add a comma after the right curly bracket for the lines you just pasted
  • Paste the copied lines again after the new comma
  • You should now have 3 pairs of curly brackets in the "cubes" that each have an origin, size and uv object
  • In the first copied lines, we are going to move that head right by changing the x component of origin to 0 from -8
  • In the second copy, change the x component of the origin to -4 and the y component to 26
  • Your head section for the creeper should now look like (new text in grey):
    mobs.json – geometry.creeper – head section
{
  "name": "head",
  "pivot": [ 0.0, 18.0, 0.0 ],
  "cubes": [
    {
      "origin": [ -8.0, 18.0, -4.0 ],
      "size": [ 8, 8, 8 ],
      "uv": [ 0, 0 ]
    },
    {
      "origin": [ 0.0, 18.0, -4.0 ],
      "size": [ 8, 8, 8 ],
      "uv": [ 0, 0 ]
    },
    {
      "origin": [ -4.0, 26.0, -4.0 ],
      "size": [ 8, 8, 8 ],
      "uv": [ 0, 0 ]
    }
  ]
},

Note that we don’t have to change the UV’s for any of the new heads because we copied the old head’s UV coordinates and we aren’t adding different textures to the new heads.

Results

CMEMPicture 10

Three-headed creeper.

Adding More

If you want to change another entity’s model, make sure to add a comma after the right curly bracket of geometry.creeper.

Pseudocode example

Don’t forget the comma! (highlighted red)

{
  "geometry.creeper": {
    // model stuff
  },
  "geometry.chicken": {
    // model stuff
  }
}

Congratulations!

If you’ve made it to here, you should now know everything you need to know to make your own entity models!

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