Denizen Models

Denizen Models 1.5

Denizen Version
REL-1773
Denizen Models, aka dModels, is a tool that can take BlockBench "generic" models and render them in minecraft, including with full animations, by spawning sets of armor stands.

c70ebb.gif



Follow the steps in the script "dmodels_main.dsc"'s header for setup and usage.

Much of DModels is intended to be used from scripts via the scripted API documented in the dmodels_main header, but there are also user commands available:


Code:
# Commands:
#   /[Command]                     - [Permission]           - [Description]
#   /dmodels                       - "dmodels.help"         - Root command entry
#   /dmodels help                  - "dmodels.help"         - Shows help information about the dModels command
#   /dmodels load [path]           - "dmodels.load"         - Loads a single model based on model file name input
#   /dmodels loadall               - "dmodels.loadall"      - Loads all models in the models folder
#   /dmodels spawn [model]         - "dmodels.spawn"        - Spawns a static instance of a model at your location
#   /dmodels remove                - "dmodels.remove"       - Removes whichever real-spawned model is closest to your location
#   /dmodels animate [animation]   - "dmodels.animate"      - Causes your nearest real-spawned model to play the specified animation
#   /dmodels stopanimate           - "dmodels.stopanimate"  - Causes your nearest real-spawned model to stop animating
#   /dmodels npcmodel [model]      - "dmodels.npcmodel"     - sets an NPC to render as a given model (must be loaded). Use 'none' to remove the model.


FAQ
  • Is this kinda like ModelEngine? Yes
  • Is this the same as ModelEngine? No
  • Do my ModelEngine models work with DenizenModels? You might have to edit them a little, but yes.
  • Do my DenizenModels models work in ModelEngine? No idea, but probably not. DenizenModels allows total freedom with rotations, UV coordinates, etc. whereas ModelEngine is much more restrictive. You'd have to edit the model quite a bit to conform to ModelEngine's requirements.
  • Do my models made for something else, like a client mod, work? Possibly! That goat in the gif above was originally intended to be loaded by a client mod, and the only part I had to edit was fixing the tail's pivot point to be in the middle of the tail (one button click in BlockBench)
  • Why model no clicky clickable :(? This is still a beta, so that's just not been implemented yet.
  • My animated part is glitching and zapping sideways really hard! There's a desync between rotation and position changes, make your pivot point for parts as close to where it's supposed to be as possible to minimize rotation-induced movement. In the future I hope to find a way to bypass this restriction. We have a few ideas to test for it already. UPDATE: there's now partial sync! It's not total sync but it's a lot better than it was before. Still missing the 'secret sauce' to make it perfect.
Author
mcmonkey
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Latest updates

  1. 1.5 Beta - User-usability

    Major: There is now a /dmodels command that allows users to directly use DModels, removing the...
  2. 1.4 Beta - Now Pure Script Based

    Major: The C# resource pack generator is now gone - DModels is now 100% script based, including...
  3. 1.2 Beta - More Fixes

    - Fixed: X rotations needed to be inverted - Fixed: Scale was a bit off - Fixed: Bone initial...