Résolu Problème rotation angles EntityMob.
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Bonsoir,
J’ai un problème avec la rotation de mon entity, En gros:J’ai créer un renard rien de bien compliqué…
La rotation de la tête des pattes et des oreilles ne sont pas buggé par contre la rotation du museau a un problème .En gros quand le renard tourne sa tête a droite le museau se décolle de la tête et quand il tourne sa tête a gauche elle rentre dans la tête du renard c’est assez bizarre du coup je vous montre des Screenshots .
En conclusion: Je veux juste que le museau de mon renard suive la tête quand elle tourne a droite a gauche, haut … , comme le loup en gros.
http://puu.sh/kLtSC/a2a3f29276.png
http://puu.sh/kLtXn/4f5ca438b6.png
voilà le screen quand le renard est normal :
http://puu.sh/kLu8m/a96f2f7985.png
CODE:
package com.ArmaGames.net; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; public class Fox extends ModelBase { public ModelRenderer wolfHead; public ModelRenderer body; public ModelRenderer leg1; public ModelRenderer leg2; public ModelRenderer leg3; public ModelRenderer leg4; public ModelRenderer tail; public ModelRenderer ear1; public ModelRenderer ear2; public ModelRenderer shape1; public Fox() { this.textureWidth = 64; this.textureHeight = 32; this.wolfHead = new ModelRenderer(this, 45, 0); this.wolfHead.mirror = true; this.wolfHead.addBox(-4F, -2.133333F, -2F, 5, 5, 4); this.wolfHead.setRotationPoint(0F, 15.5F, -7F); this.wolfHead.setTextureSize(64, 32); setRotation(this.wolfHead, 0F, 0.0349066F, 0F); this.body = new ModelRenderer(this, 46, 17); this.body.mirror = true; this.body.addBox(-4F, -8F, -4F, 5, 11, 4); this.body.setRotationPoint(0F, 15F, 2F); this.body.setTextureSize(64, 32); setRotation(this.body, 1.570796F, 0F, 0F); this.leg1 = new ModelRenderer(this, 24, 24); this.leg1.mirror = true; this.leg1.addBox(0F, 1F, -1F, 2, 6, 2); this.leg1.setRotationPoint(-3.5F, 17F, 4F); this.leg1.setTextureSize(64, 32); setRotation(this.leg1, 0F, 0F, 0F); this.leg2 = new ModelRenderer(this, 4, 14); this.leg2.mirror = true; this.leg2.addBox(-2F, 1F, -1F, 2, 6, 2); this.leg2.setRotationPoint(0.5F, 17F, 4F); this.leg2.setTextureSize(64, 32); setRotation(this.leg2, 0F, 0F, 0F); this.leg3 = new ModelRenderer(this, 14, 24); this.leg3.mirror = true; this.leg3.addBox(-1F, 1F, -1F, 2, 6, 2); this.leg3.setRotationPoint(-2.5F, 17F, -4F); this.leg3.setTextureSize(64, 32); setRotation(this.leg3, 0F, 0F, 0F); this.leg4 = new ModelRenderer(this, 4, 24); this.leg4.mirror = true; this.leg4.addBox(-2F, 1F, -1F, 2, 6, 2); this.leg4.setRotationPoint(0.5F, 17F, -4F); this.leg4.setTextureSize(64, 32); setRotation(this.leg4, 0F, 0F, 0F); this.tail = new ModelRenderer(this, 34, 24); this.tail.mirror = true; this.tail.addBox(-2F, 0F, -2F, 3, 6, 2); this.tail.setRotationPoint(-1F, 15F, 4F); this.tail.setTextureSize(64, 32); setRotation(this.tail, 1.130069F, 0F, -0.0174533F); this.ear1 = new ModelRenderer(this, 16, 14); this.ear1.mirror = true; this.ear1.addBox(-3F, -3F, 0F, 2, 3, 1); this.ear1.setRotationPoint(-1F, 13.5F, -7F); this.ear1.setTextureSize(64, 32); setRotation(this.ear1, 0F, 0F, 0F); this.ear2 = new ModelRenderer(this, 25, 14); this.ear2.mirror = true; this.ear2.addBox(0F, -3F, 0F, 2, 3, 1); this.ear2.setRotationPoint(-1F, 13.5F, -7F); this.ear2.setTextureSize(64, 32); setRotation(this.ear2, 0F, 0F, 0F); this.shape1 = new ModelRenderer(this, 32, 1); this.shape1.mirror = true; this.shape1.addBox(-1F, -0.8666667F, -3F, 3, 2, 3); this.shape1.setRotationPoint(-2F, 17F, -8F); this.shape1.setTextureSize(64, 32); setRotation(this.shape1, 0F, 0.0523599F, 0F); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.wolfHead.render(f5); this.body.render(f5); this.leg1.render(f5); this.leg2.render(f5); this.leg3.render(f5); this.leg4.render(f5); this.tail.render(f5); this.ear1.render(f5); this.ear2.render(f5); this.shape1.render(f5); } public static void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity){ //Head Movement: this.wolfHead.rotateAngleY = par4 / (180F / (float)Math.PI); this.wolfHead.rotateAngleX = par5 / (180F / (float)Math.PI); // this.ear1.rotateAngleY = par4 / (180F / (float)Math.PI); this.ear1.rotateAngleX = par5 / (180F / (float)Math.PI); this.ear2.rotateAngleY = par4 / (180F / (float)Math.PI); this.ear2.rotateAngleX = par5 / (180F / (float)Math.PI); //shape1 = museau this.shape1.setRotationPoint(-2F, 17F, -8F); this.shape1.rotateAngleX = this.wolfHead.rotateAngleX; this.shape1.rotateAngleY = this.wolfHead.rotateAngleY; //Head Movement END// //Rightarm Movement: this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F; this.leg1.rotateAngleZ = 0.0F; //Rightarm Movement END// //Leftarm Movement: this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F; this.leg2.rotateAngleZ = 0.0F; //Leftarm Movement END// //Rightleg Movement: this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.leg3.rotateAngleZ = 0.0F; //Rightleg Movement END// //LeftLeg Movement: this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; //LeftLeg Movement END// //tail = queue //body = corp } }
en espérant avoir été clair.
Cordialement Florian.
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Si tu fais le modèle avec techne la boule bleu est bien orienté au centre du museau à l’extrémité ? ( vers la tête )
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C’est déjà fait
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Le centre de rotation du museau doit être au même endroit que celui de la tête et non sur la tête.
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Pour les models complèxes de ce genre il faut souvent faire appel au tête.addChild(TonMuseau)
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C’est pas bien compliqué (pour moi en tout cas) envoie le model techne et j’te corrige le tout ok ?
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Mon modèle en pièce jointe :)___C’est bon! problème résolu! en gros j’ai mis la boule de rotation du nez pareil que celle de la tête et c’est bon par contre j’ai un autre problème un second museau apparaît mais bien plus bas dans le sol du coup quand il saute on le vois ^^
PS: J’ai bien regardé sur mon modèle techne, cela vient pas de la .
screen: http://puu.sh/kMczi/ddd9ca1a3e.png
CODE:
package com.ArmaGames.net; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; public class Fox extends ModelBase { public ModelRenderer wolfHead; public ModelRenderer body; public ModelRenderer leg1; public ModelRenderer leg2; public ModelRenderer leg3; public ModelRenderer leg4; public ModelRenderer tail; public ModelRenderer ear1; public ModelRenderer ear2; public ModelRenderer shape1; public Fox() { this.textureWidth = 64; this.textureHeight = 32; this.wolfHead = new ModelRenderer(this, 45, 0); this.wolfHead.mirror = true; this.wolfHead.addBox(-3F, -3.133333F, -1F, 5, 5, 4); this.wolfHead.setRotationPoint(-1F, 16.5F, -8F); this.wolfHead.setTextureSize(64, 32); setRotation(this.wolfHead, 0F, 0.0349066F, 0F); this.body = new ModelRenderer(this, 46, 17); this.body.mirror = true; this.body.addBox(-4F, -8F, -4F, 5, 11, 4); this.body.setRotationPoint(0F, 15F, 2F); this.body.setTextureSize(64, 32); setRotation(this.body, 1.570796F, 0F, 0F); this.leg1 = new ModelRenderer(this, 24, 24); this.leg1.mirror = true; this.leg1.addBox(0F, 1F, -1F, 2, 6, 2); this.leg1.setRotationPoint(-3.5F, 17F, 4F); this.leg1.setTextureSize(64, 32); setRotation(this.leg1, 0F, 0F, 0F); this.leg2 = new ModelRenderer(this, 4, 14); this.leg2.mirror = true; this.leg2.addBox(-2F, 1F, -1F, 2, 6, 2); this.leg2.setRotationPoint(0.5F, 17F, 4F); this.leg2.setTextureSize(64, 32); setRotation(this.leg2, 0F, 0F, 0F); this.leg3 = new ModelRenderer(this, 14, 24); this.leg3.mirror = true; this.leg3.addBox(-1F, 1F, -1F, 2, 6, 2); this.leg3.setRotationPoint(-2.5F, 17F, -4F); this.leg3.setTextureSize(64, 32); setRotation(this.leg3, 0F, 0F, 0F); this.leg4 = new ModelRenderer(this, 4, 24); this.leg4.mirror = true; this.leg4.addBox(-2F, 1F, -1F, 2, 6, 2); this.leg4.setRotationPoint(0.5F, 17F, -4F); this.leg4.setTextureSize(64, 32); setRotation(this.leg4, 0F, 0F, 0F); this.tail = new ModelRenderer(this, 34, 24); this.tail.mirror = true; this.tail.addBox(-2F, 0F, -2F, 3, 6, 2); this.tail.setRotationPoint(-1F, 15F, 4F); this.tail.setTextureSize(64, 32); setRotation(this.tail, 1.130069F, 0F, -0.0174533F); this.ear1 = new ModelRenderer(this, 16, 14); this.ear1.mirror = true; this.ear1.addBox(-3F, -3F, 0F, 2, 3, 1); this.ear1.setRotationPoint(-1F, 13.5F, -7F); this.ear1.setTextureSize(64, 32); setRotation(this.ear1, 0F, 0F, 0F); this.ear2 = new ModelRenderer(this, 25, 14); this.ear2.mirror = true; this.ear2.addBox(0F, -3F, 0F, 2, 3, 1); this.ear2.setRotationPoint(-1F, 13.5F, -7F); this.ear2.setTextureSize(64, 32); setRotation(this.ear2, 0F, 0F, 0F); this.shape1 = new ModelRenderer(this, 32, 1); this.shape1.mirror = true; this.shape1.addBox(-2F, 1.133333F, -3F, 3, 2, 3); this.shape1.setRotationPoint(-1F, 15F, -8F); this.shape1.setTextureSize(64, 32); setRotation(this.shape1, 0F, 0F, 0F); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.wolfHead.render(f5); this.body.render(f5); this.leg1.render(f5); this.leg2.render(f5); this.leg3.render(f5); this.leg4.render(f5); this.tail.render(f5); this.ear1.render(f5); this.ear2.render(f5); this.shape1.render(f5); wolfHead.addChild(shape1); } public static void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity){ //Head Movement: this.wolfHead.rotateAngleY = par4 / (180F / (float)Math.PI); this.wolfHead.rotateAngleX = par5 / (180F / (float)Math.PI); // this.ear1.rotateAngleY = par4 / (180F / (float)Math.PI); this.ear1.rotateAngleX = par5 / (180F / (float)Math.PI); this.ear2.rotateAngleY = par4 / (180F / (float)Math.PI); this.ear2.rotateAngleX = par5 / (180F / (float)Math.PI); this.shape1.rotateAngleX = this.wolfHead.rotateAngleX; this.shape1.rotateAngleY = this.wolfHead.rotateAngleY; //Head Movement END// //Rightarm Movement: this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F; this.leg1.rotateAngleZ = 0.0F; //Rightarm Movement END// //Leftarm Movement: this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F; this.leg2.rotateAngleZ = 0.0F; //Leftarm Movement END// //Rightleg Movement: this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.leg3.rotateAngleZ = 0.0F; //Rightleg Movement END// //LeftLeg Movement: this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; //LeftLeg Movement END// //tail = queue //body = corp } } ```___Ok c'est bon! c'était le: "wolfHead.addChild(shape1);" Merci de votre aide!
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Triple post…
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SuperAdmin4002 s’est occupé de tout fusionner
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Robin, toujours au top de l’humour !