Advanced Skin Tutorial - Armourers-Workshop/Armourers-Workshop GitHub Wiki

Basic Model

The advanced skin allows combine multiple skin of the part type to a complex skin.

So first we needs create a skin of the part type by the armourer, and the put that skins in your inventory.

Building

Place the advanced skin builder block in the Minecraft.

And then right click to open the GUI.

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Click the skin type name on the top right to change the skin type you needs.

Warning

Change the skin type will clear all contents

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After change skin type, we see have some default root nodes.

The root node will automatic bind to the bone, so we can't change the name or remove it.

Use the mouse right click in the node tree (at arrow) to open the node menu.

  • Add Node: Add a new child node in selected node.
  • Copy Node: Copy the selected node and child nodes to the pasteboard.
  • Paste Node: Paste a node from the pasteboard.
  • Duplicate Node: Duplicate selected node in current hierarchy, only work when selected a child node.
  • Move Up: Move the selected node level to up.
  • Move to Top: Move the selected node level to top.
  • Move Down: Move the selected node level to down.
  • Move to Bottom: Move the selected node level to bottom.

Tip

When node only one part, don’t need a child node.

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And then we need to choose a skin of part type for the node.

  1. The node name, click to change it when a child node.
  2. The skin of part type of node, click to open menu.
  3. The translate of node, click slider to change it.
  4. The rotate of node, click slider to change it.
  5. The scale of node, click slider to change it.
  6. Set false will disable rendering.
  7. Set true will mirror the rendering.
  8. Set skin from block bench model.
  9. Set skin to none.
  10. Set skin from inventory.
  11. Set skin from history.
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Enter the name and description of the skin on the left of the GUI.

Config the skin properties on the right (at arrow) of the GUI.

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Export your model into inventory with with shortcut CTRL + E or CMD + E.

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Now, enjoy it.

Block Bench Model

The advanced skin allows importing some block bench model(extension .bbmodel) into advanced skin builder.

Of course your needs abide by some bone conventions and bone restrictions.

Import

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Put your .bbmodel files in the <game dir>/armourers_workshop/model-imports directory.

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Place the advanced skin builder block in the Minecraft.

And then right click to open the GUI.

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Click the skin type name on the top right to change the skin type you needs.

And then open the model picker dialog with shortcut CTRL + I or CMD + I.

Warning

Change the skin type will clear all contents

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Select the model file you needs, the interactive same the skin library.

After select the model file, click the OK button to start importing.

Tip

The selected model file must abide by bone conventions of the skin type.

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Check the import status of each node in the node tree view.

Your can change the model of the node by left of the node name.

For bones that do not abide by bone conventions, its will be added to the static node.

Warning

The static node not supported in skin rendering.

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Enter the name and description of the skin on the left of the GUI.

Config the skin properties on the right (at arrow) of the GUI.

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Export your model into inventory with with shortcut CTRL + E or CMD + E.

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Now, enjoy it.

Bone Conventions

Bone Name Node Name
Head Root - Head
Chest Root - Chest
Torso Root - Torso
Skirt Root - Skirt
Arm_L Root - Left Arm
Arm_R Root - Right Arm
Hand_L Root - Left Hand
Hand_R Root - Right Hand
Thigh_L Root - Left Thigh
Thigh_R Root - Right Thigh
Leg_L Root - Left Leg
Leg_R Root - Right Leg
Foot_L Root - Left Foot
Foot_R Root - Right Foot
Wing_L Root - Left Wing
Wing_R Root - Right Wing
Phalanx_L Root - Left Phalanx
Phalanx_R Root - Right Phalanx

Template file: bipped.bbmodel

Supported Skin Type: Head/Chest/Feet/Legs/Wings/Outfit

Bone Name Node Name
Head Root - Head
Neck Root - Neck
Chest Root - Chest
Thigh_LF Root - Left Front Thigh
Thigh_RF Root - Right Front Thigh
Thigh_LB Root - Left Hind Thigh
Thigh_RB Root - Right Hind Thigh
Leg_LF Root - Left Front Leg
Leg_RF Root - Right Front Leg
Leg_LB Root - Left Hind Leg
Leg_RB Root - Right Hind Leg
Tail Root - Tail

Template file: horse.bbmodel

Supported Skin Type: Horse

Bone Name Node Name
Body Root - Body

Supported Skin Type: Minecart

Bone Name Node Name
Body Root - Body
Paddle_L Root - Left Paddle
Paddle_R Root - Right Paddle

Supported Skin Type: Boat

Bone Name Node Name
Arrow Root - Arrow
Frame0 Root - Frame 0
Frame1 Root - Frame 1
Frame2 Root - Frame 2
Frame3 Root - Frame 3

Supported Skin Type: Bows

Bone Name Node Name
Hook Root - Hook
Frame0 Root - Rod
Frame1 Root - Rod (Cast)

Supported Skin Type: Fishing Rod

Bone Restrictions

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The convention bone needs to set the correct pivot, and we will use the pivot as the origin point of the bone.

The convention bone will ignore any rotation when import, but you can still rotate it for testing and previewing model.

Tip

The bipped Chest and Torso bone pivot always move up (0, 6, 0), so you need to move down (0, 6, 0).

Tip

If you need to rotate a convention bone, you must add a child bone and then rotate it.

Texture

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For the animated texture, you need add animated texture and config it in your block bench project.

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For the lighting texture, you can add the suffix to file name.

suffix feature
_e self-emissive texture (multiple textures: you also can set render mode to emissive)
_s specular map texture
_n normal map texture

For the particle texture, currently not supported.

Animation

Warning

You can't add animation to the main bone

Autoplay Animaton

animation name function
idle play when no action
walk play when walk
run play when run
jump play when jump
sneak play when sneak
swim play when swim
fly play when fly
fall_fly play when fall fly
ride play when ride
boat play when drive boat
crawl
climb

Manual play animation

/armourers animation entity @e play <animation name> <play count>

/armourers animation block x y z play <animation name> <play count>

/armourers animation entity @e stop [animation name]

/armourers animation block x y z stop [animation name]

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