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我的世界3D模型转换建筑良心教程 看懂就收
小编:fanfan时间: 16:06
  3D模型转换建筑教程,事实上,有一部分(至少是一小部分)建筑制作者会使用3D模型转换的方式制作建筑,这种方式能节省大量的人力和时间,更能有效避免建筑的比例失调。,据说看懂的都是非常有前途的,反正我是没看懂!
  也许各位觉得3D转换是一件很容易的事情,然而并非如此。3D转换操作不当极易产生非常不好的后果,比如各种扭曲、错乱的平面。于是,今天浪我来简单说说,如何才能转换出高质量的建筑。
  下面就详细来说说吧,制作3D模型的软件非常多,而且其中很多软件使用起来并不容易。以3Dmax为材料的详细教程!这就是3Dmax首页。
  简单介绍一下如何建模,以及建模的技巧。第一步,我们在右边的&对象类型&栏中找到&平面&,然后在透视图中拉出一个平面。然后在修改菜单中设置一下长和宽的分段。全都设置为1。
  此时,你可以看到一个平面,如下图。
  右键点击平面,在弹出的菜单(四元组菜单)中点击&转换为可编辑多边形&。
  然后你会发现,右侧的菜单变了。这里面显示的各种参数都是用来编辑这个多边形的。
  在这里,两个红框中均可以选择编辑的类型。分别可以选择对这个物体的各个节点、边、边界、面、组件进行编辑。
  我们把这个物体放置在坐标中心,然后转换到顶视图。
  注意,在这里一定要用右键在各个视图中进行切换,以避免使用左键选中不希望选中的物体。
  在顶点编辑模式中,选中一侧的两个顶点,把它们移动到和坐标轴重合。&移动&工具在左上方。你还可以通过在下方输入坐标进行移动,这样精确得多。顺便提一下,在这个教程中,我会大量使用输入坐标的方式进行移动。
  这一步看起来很奇怪,但我建议你一定要做。我们沿着刚刚的坐标轴,把这个物体镜像一下。选择右上方的镜像工具,类型选择&实例&。这里实例的意思就是,镜像复制出的新物体除了名称外和原物体是一样的,对原物体编辑时,实例也会变化。
  以下图飞船为里详细解析下制作原理与技巧:
  我们从飞船的中心部位开始制作。在&边界&编辑中,选择一条边,按下shift,同时拖动边&&你会发现,你拉出了一个新的平面!
  输入这条新边的坐标,一定要取整数。取整数是为了转换出更整齐的模型。
  然后在点级别中把其中一个点往一侧拉开。
  然而这里就是重点!
  我们知道minecraft是方块世界,只有斜率是整数或者整数的倒数的边才是整齐的。因此,在建模时要注意每一条边的斜率。
  下面那个点的坐标是(20,20,0)。它和右上那个点连线的斜率必须是整数或者整数的倒数。因此,我把坐标调整为(30,60,0)。这样,这条线的斜率就是4,在minecraft中就是一条整齐的线。
  这里是重点,建造的模型的每一条线都必须遵循这个原则。这样,转换出的模型就是异常整齐的。
  介绍一个功能,目标焊接。这个功能可以让你把一个点融合到另一个点上。
  先点选点A:
  你会发现这点和光标之间出现了一条虚线。
  然后点击点B,这时A就会融合到B上,如图:
  就这样,一点点拉出面,一点点进行焊接,并随时调整斜率,就可以做出一个模型了。
  很快,我们就会遇到难点。这里出现了一个难以解决的接口。
  这个接口,无论朝哪个方向都并不好弄。
  于是,我这样解决了它:
  先做出一个三角形的面。
  然后再拉出一个新的面,焊接。
  完美!
  如法炮制,按照图片做出各个面。
  最后就是这样,主体完成了。
  对,根据那张图,我们还差一个机翼。
  然而机翼的制作就很简单了,建立一个立方体,稍加修改,很快搞定。
  然后,把机翼镜像一下,注意这次不要选择实例,选择复制才行。
  此时,整体是这样的:
  然后删除机体的一边,然后重新复制一个。
  这里是另一个需要注意的地方,选择机体的一块,然后使用&附加&指令。
  点击附加之后,用光标随意点击其它物体,物体就会被附加到这个物体上,成为它的一部分。
  看,连颜色都变得一样了。
  到此,这个模型算是制作完成了。我用了一个小时来建模。
  下一步,就是转换。
  我们把这个模型导出:
  要选择3ds格式。
  然后,一个3ds文件就被做出来了。
  这里是对3ds进行转换的工具。下载,然后解压。再把刚刚转换出的3ds文件放到这个文件夹里。
  首先点击&新建文本文档.bat&,然后会弹出一个页面。
  这是要你输入3ds文件的格式,输入即可。然后按一下enter。
  然后呢,需要输入模型尺寸。这里就要输入你希望这个建筑在minecraft中的大小。根据刚刚在3dmax里面建模的尺寸,全长为235。全长就是最前面的一个点和最后面的一个点在坐标轴上的距离。
  输入235,然后enter,很快就完成了。你得到了一个kv6(我想起了kv-6坦克)文件。
  然后再打开&kv6ToSchematic.jar&,弹出一个窗口。
  这是让你选择调色板,点击左侧按钮,即使用默认调色板。这个无所谓,颜色是可以修改的。
  然后又是一个窗口:
  这是要你选择使用羊毛还是粘土。我个人还是喜欢粘土的,不过这个可以随意。无所谓的。
  然后选中刚刚的kv6文件,然后就可以输出一个schematic文件。这就是我们想要的,我们可以在mcedit中处理它。
  好了,剩下的工作就是轻松加愉快了。
  打开MCEdit,然后导入这个schematic。
  你会看到,各个面都是那么的完美。既平整,又干净&&
  即使个别边界有些许瑕疵,我们都可以轻松地修好。
  最后,点击保存,然后就可以打开minecraft,进行后期制作啦。这只是个白模,后期工作还很艰巨。
  这里是一张渲染的预览图,可以看见,这个模型转换得相当完美。
  转换器造建筑:有人觉得3D转换造建筑是一件很卑鄙无耻的事情,它避开了某些人标榜的所谓&纯手撸&的工作,因此会被一些因为自己&纯手撸&而倍感优越的人吐槽。
  这是个见仁见智的问题,纯手撸的话谁也不敢保证绝对不会崩比例,而转换器绝对不会。
  同时,很多人只看见了转换的那一步的快捷,却忽视了建模的劳累。实际上,建造一个模型绝不比手撸这个框架容易多少。因为建模,需要注意每一个边的斜率,防止出现非常不规整的面。
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手游排行网游单机【模型】Minecraft(mc)自制动漫人物模型 第一弹【mikumikudance吧】_百度贴吧
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【模型】Minecraft(mc)自制动漫人物模型 第一弹收藏
名称(左起)1.蕾米莉亚2.鸟叔3.芙兰朵露4.优克莉伍德5.琪露诺6.非7.雾雨魔理沙9.博丽灵梦
AutoTDS-V1型全自动热解吸仪是一款20位常温二次全自动热解吸仪,气路采....
能丢到MMD用么
明天或后天更新第二弹
这不是我的世界游戏么
为什么没有咲夜····QAQ
嘿嘿马克西下啦~
好棒啊!求做个面具子
手机马克!
我以为进到mc吧了ww!看到mmd吧里的还激动了一下窝有病_(:з」∠)_感谢资源
音基考试,就去我爱音乐考试网
战略性马克!
模型发放第二弹于今天(7月19日)晚上更新人物:帕秋莉,八云紫,十六夜咲夜,春奈(这是僵尸吗),红美玲(中国),大妖精。如有需要制作者可以线下联系。
就是这种样子的啦~~真的可以做吗??如果不麻烦,还想再有个东方栀子啊~~感谢瓦
好棒!!抱。 罒ω罒
Minecraft模型第②弹已经发布,帖子
做点像sintel那样的有技术含量的看看
有具体技术含量的大概是怎么样的?
右起:僵尸、骷髅、JJ怪
这个模型是从蛋里面放出来的,还是人物皮肤啊~
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方块模型 用作描述游戏里的所有方块,而 物品模型 用作显示物品在玩家手上、头上(头盔和帽子)、地上、物品栏里、中和上。 因为某些方块有不同的变种, 方块状态 用作连接对应的模型。每个模型和方块状态拥有各自的 .json 格式文件。用在物品栏的图标也在这些文件中定义。
某些方块拥有不同的变种(例如可以开关的),因此每个方块有各自的文件来列出所有存在的变种并连接到对应的模型。方块也可以在同一时间由不同叫“multipart”的模型组合。这些模型会根据方块的状态来被使用。 这些文件储存在 assets/minecraft/blockstates 中。这些文件会根据名称来直接使用, thus a block state file with another name than the existing ones will not affect any block.
 variants: 变种列表
 A variant: 变种名称,包含由逗号分割的相应方块状态。只有一个变种的方块使用 "normal" 作为变种名称。每个变种可以拥有 单一模型 或者 模型数组 以及它的属性。 如果被设置为数组, the model will randomly be chosen from the options given, with each option being specified in separate subsidiary -tags.
 A model: Contains the properties of a model, if more than one model is used for the same variant. All specified models alternate in the game.
 model: Specifies the path to the model file of the block, starting in assets/minecraft/models/block.
 x: Rotation of the model on the x-axis in increments of 90 degrees.
 y: Rotation of the model on the y-axis in increments of 90 degrees.
 uvlock: 可为 true 或 false (默认)。 设置为true将锁定方块贴图的旋转。 这样贴图将不会在使用上面的  x 和  y-标签 下跟着方块旋转。
 weight: 设置模型被使用在游戏中的几率, 默认为 1 (=100%)。 如果多于一个模型被用作同一个变种,每个模型的几率将会计算为 每个模型的weight的总和 除以 对应模型的weight。
 model: Specifies the path to the model file of the block, starting in assets/minecraft/models/block.
 x: Rotation of the model on the x-axis in increments of 90 degrees.
 y: Rotation of the model on the y-axis in increments of 90 degrees.
 uvlock: 可为 true 或 false (默认)。 设置为true将锁定方块贴图的旋转。 这样贴图将不会在使用上面的  x 和  y-标签 下跟着方块旋转。
 multipart: 用作取代  variants 来基于
属性来组合模型。
 A case Determines a case and which model should apply in that case.
 when: A list of cases which have to be met for the model to be applied. If unset, the model always applies.
 OR: Matches if any of the contained cases return true. Cannot be set along side other cases.
 A condition A list of cases which all have to match the block to return true.
 A case A single case which has to match one of the block states. It can be set to a list seperated by | to allow multiple values to match.
 A case A single case which has to match one of the block states. It can be set to a list seperated by | to allow multiple values to match. Cannot be set along side the  OR:-tag.
 apply: Determines the model(s) to apply and its properties. There can be one model or an array of models. If set to an array, the model will randomly be chosen from the options given, with each option being specified in separate subsidiary -tags.
 A model: Contains the properties of a model, if more than one model is used for the same variant. All specified models alternate in the game.
 model: Specifies the path to the model file of the block, starting in assets/minecraft/models/block.
 x: Rotation of the model on the x-axis in increments of 90 degrees.
 y: Rotation of the model on the y-axis in increments of 90 degrees.
 uvlock: Can be true or false (default). Locks the rotation of the texture of a block, if set to true. This way the texture will not rotate with the block when using the  x and  y-tags above.
 weight: Sets the probability of the model for being used in the game, defaults to 1 (=100%). If more than one model is used for the same variant, the probability for each model will be calculated by dividing the sum of the weight of each model by the weight of the corresponding model.
 model: Specifies the path to the model file of the block, starting in assets/minecraft/models/block.
 x: Rotation of the model on the x-axis in increments of 90 degrees.
 y: Rotation of the model on the y-axis in increments of 90 degrees.
 uvlock: 可为 true 或 false (默认)。 设置为true将锁定方块贴图的旋转。 这样贴图将不会在使用上面的  x 和  y-标签 下跟着方块旋转。
"uvlock": true
"uvlock": false
The torch has several variants: It can be placed on the ground or at a wall facing in four different directions. This example is taken from the file torch.json, which can be found at assets/minecraft/blockstates.
File: torch.json
"variants": {
"facing=up": { "model": "normal_torch" },
"facing=east": { "model": "normal_torch_wall" },
"facing=south": { "model": "normal_torch_wall", "y": 90 },
"facing=west": { "model": "normal_torch_wall", "y": 180 },
"facing=north": { "model": "normal_torch_wall", "y": 270 }
"facing=up" is the variant of the torch standing on the ground and links to the corresponding model "normal_torch". A torch can be placed on all four sides of a block and therefore needs four different variants, one for each side. These are called "facing=east", "facing=west", "facing=south" and "facing=north". All four variants use "normal_torch_wall" as their model, which is rotated by a multiple of 90 degrees around the "y" axis to align with the different sides of the block they are placed on.
草方块有两个变种,第一种有四个不同的模型。This example is taken from the file grass.json, which can be found at assets/minecraft/blockstates.
File: grass.json
"variants": {
"snowy=false": [
{ "model": "grass_normal" },
{ "model": "grass_normal", "y": 90 },
{ "model": "grass_normal", "y": 180 },
{ "model": "grass_normal", "y": 270 }
"snowy=true":
{ "model": "grass_snowed" }
The non-snow-covered grass block ("snowy=false") holds four models, which all use the same block model, but each one is rotated by a multiple of 90 degrees. As there are four models and the weight-tag is not used for any of them, each one has a chance of 25% to be used every time a block is placed.
The oak fence uses the multipart format. This example is taken from fence.json in assets/minecraft/blockstates.
"multipart": [
"apply": { "model": "oak_fence_post" }},
"when": { "north": "true" },
"apply": { "model": "oak_fence_side", "uvlock": true }
"when": { "east": "true" },
"apply": { "model": "oak_fence_side", "y": 90, "uvlock": true }
"when": { "south": "true" },
"apply": { "model": "oak_fence_side", "y": 180, "uvlock": true }
"when": { "west": "true" },
"apply": { "model": "oak_fence_side", "y": 270, "uvlock": true }
While the first model, the fence post, is always used, the other models are only used if certain conditions are met. Here the sides of the fence are only applied, if there is another adjacent block next to this one. As there is just one model for the post and another one for all the sides of the fence, which then is rotated by increments of 90 degrees, the amount of models needed for all the different possible set-ups of fences can be reduced to two. Compared to the five models and 16 variants used in , this is a rather big improvement.
The redstone wire model uses the multipart format. This example is taken from redstone_wire.json in assets/minecraft/blockstates
"multipart": [
"when": { "OR": [
{"north": "none", "east": "none", "south": "none", "west": "none"},
{"north": "side|up", "east": "side|up" },
{"east": "side|up", "south": "side|up" },
{"south": "side|up", "west": "side|up"},
{"west": "side|up", "north": "side|up"}
"apply": { "model": "redstone_dot" }
"when": { "OR": [
{ "north": "side|up" },
{ "north": "none", "east": "none", "south": "side|up", "west": "none" }
"apply": { "model": "redstone_side0" }
"when": { "OR": [
{ "south": "side|up" },
{ "north": "side|up", "east": "none", "south": "none", "west": "none" }
"apply": { "model": "redstone_side_alt0" }
"when": { "OR": [
{ "east": "side|up" },
{ "north": "none", "east": "none", "south": "none", "west": "side|up" }
"apply": { "model": "redstone_side_alt1", "y": 270 }
"when": { "OR": [
{ "west": "side|up" },
{ "north": "none", "east": "side|up", "south": "none", "west": "none" }
"apply": { "model": "redstone_side1", "y": 270 }
"when": { "north": "up" },
"apply": { "model": "redstone_up" }
"when": { "east": "up" },
"apply": { "model": "redstone_up", "y": 90 }
"when": { "south": "up" },
"apply": { "model": "redstone_up", "y": 180 }
"when": { "west": "up" },
"apply": { "model": "redstone_up", "y": 270 }
This model is dynamically created. With the first condition, it is determining cases where the redstone_dot model should be added, which requires either all of the four sides being set to "none", or any two sides which form a corner both being set either to up or side.
The last case only tests one condition, which asks if "west" is set to "up", and if so it applies the model redstone_up.
The folder assets/minecraft/models/block holds the model files for all the specified variants. The names of the files can be changed, but must always correspond with the names used in the variant files.
The root tag
 parent: Loads a different model from the given path, starting in assets/minecraft/models. If both "parent" and "elements" are set, the "elements" tag overrides the "elements" tag from the previous model.
Can be set to "builtin/generated" to use a model that is created out of the specified icon. Note that only the first layer is supported, and rotation can only be achieved using block states files.
 ambientocclusion: Whether to use
(true - default), or not (false).
 display: Holds the different places where item models are displayed.
 thirdperson_righthand, thirdperson_lefthand, firstperson_righthand, firstperson_lefthand, gui, head, ground, or fixed: Place where an item model is displayed. Holds its rotation, translation and scale for the specified situation. fixed refers to item frames, while the rest are as their name states. Note that translations are applied to the model before rotations.
 rotation: Specifies the rotation of the model according to the scheme [x, y, z].
 translation: Specifies the position of the model according to the scheme [x, y, z]. If the value is greater than 80, it is displayed as 80. If the value is less then -80, it is displayed as -80.
 scale: Specifies the scale of the model according to the scheme [x, y, z]. If the value is greater than 4, it is displayed as 4.
 textures: Holds the textures of the model. Each texture starts in assets/minecraft/textures or can be another texture variable.
 particle: What texture to load particles from. This texture is used if you are in a . Note: All breaking particles from non-model blocks are hard-coded.
 A texture variable: Defines a texture variable and assigns a texture.
 elements: Contains all the elements of the model. they can only have cubic forms. Cannot be set along side "parent".
 An element
 from: Start point of a cube according to the scheme [x, y, z]. Values must be between -16 and 32.
 to: Stop point of a cube according to the scheme [x, y, z]. Values must be between -16 and 32.
 rotation: Defines the rotation of an element.
 origin: Sets the center of the rotation according to the scheme [x, y, z], defaults to [8, 8, 8].
 axis: Specifies the direction of rotation, can be "x", "y" or "z".
 angle: Specifies the angle of rotation. Can be 45 through -45 degrees in 22.5 degree increments. Defaults to 0.
 rescale: Specifies whether or not to scale the faces across the whole block. Can be true or false. Defaults to false.
 shade: Defines if shadows are rendered (true - default), not (false).
 faces: Holds all the faces of the cube. If a face is left out, it will not be rendered.
 down, up, north, south, west or east: Contains the properties of the specified face.
 uv: Defines the area of the texture to use according to the scheme [x1, y1, x2, y2]. If unset, it defaults to values equal to xyz position of the element. The texture behavior will be inconsistent if UV extends below 0 or above 16. If the numbers of x1 and x2 are swapped (e.g. from 0, 0, 16, 16 to 16, 0, 0, 16), the texture will be flipped. UV is optional, and if not supplied it will automatically generate based on the element's position.
 texture: Specifies the texture in form of the texture variable prepended with a #.
 cullface: Specifies whether a face does not need to be rendered when there is a block touching it in the specified position. The position can be: down, up, north, south, west, or east. It will also determine which side of the block to use the light level from for lighting the face, and if unset, defaults to the side.
 rotation: Rotates the texture by the specified number of degrees. Can be 0, 90, 180, or 270. Defaults to 0. Rotation does not affect which part of the texture is used. Instead, it amounts to permutation of the selected texture vertexes (selected implicitly, or explicitly though uv).
 tintindex: Determines whether to tint the texture using a hardcoded tint index. The default is not using the tint, and any number causes it to use tint. Note that only certain blocks have a tint index, all others will be unaffected.
For simplicity, this example only describes the standing torch, which is defined in the files torch.json and normal_torch.json stored in the folder assets/minecraft/models/block.
File: torch.json
"ambientocclusion": false,
"textures": {
"particle": "#torch"
"elements": [
"from": [ 7, 0, 7 ],
"to": [ 9, 10, 9 ],
"shade": false,
"faces": {
"down": { "uv": [ 7, 13, 9, 15 ], "texture": "#torch" },
{ "uv": [ 7,
8 ], "texture": "#torch" }
"from": [ 7, 0, 0 ],
"to": [ 9, 16, 16 ],
"shade": false,
"faces": {
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" },
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" }
"from": [ 0, 0, 7 ],
"to": [ 16, 16, 9 ],
"shade": false,
"faces": {
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" },
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" }
This file is used to create the model of the torch, which is used for the normal and the redstone torch. Therefore the "elements" tag is used to create three elements or cubes. Only two faces of each cube are rendered, as only two faces of each one have been specified. "uv" is used to determine the area where the texture is used. The texture variable "#torch" is used for the particles and the cubes and has not yet been defined.
File: normal_torch.json
"parent": "block/torch",
"textures": {
"torch": "blocks/torch_on"
This file represents the model of the normal standing torch. It loads the model of previously defined standing torch with the help of "parent" and inherits all the properties of the file torch.json. As this file is only used for the normal torch, the texture can now be specified. The texture"torch_on" is now assigned to the texture variable "torch" (without #) and will therefore be used for the previously loaded model and its particles, as specified in the other file.
This example describes the fundamental structure of most normal blocks in Minecraft. All these blocks use the same basic model and only apply their texture to it, as already described in the example above. This model is defined in the file cube.json which can be found in the folder assets/minecraft/models/block.
File: cube.json
"elements": [
"from": [ 0, 0, 0 ],
"to": [ 16, 16, 16 ],
"faces": {
{ "texture": "#down", "cullface": "down" },
{ "texture": "#up", "cullface": "up" },
"north": { "texture": "#north", "cullface": "north" },
"south": { "texture": "#south", "cullface": "south" },
{ "texture": "#west", "cullface": "west" },
{ "texture": "#east", "cullface": "east" }
Features, that have already been described above will not be mentioned again. The use of "cullface": "down" prevents the bottom face of the block from being rendered, if there is another adjacent block underneath it. The same applies to all the other faces of the block.
This example describes the fundamental structure used by all saplings, without assigning a specific texture. The model is specified in cross.json, the texture would e.g. be assigned in oak_sapling.json. Both files are stored in the folder assets/minecraft/models/block.
File: cross.json
"ambientocclusion": false,
"textures": {
"particle": "#cross"
"elements": [
"from": [ 0.8, 0, 8 ],
"to": [ 15.2, 16, 8 ],
"rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
"shade": false,
"faces": {
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross" },
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross" }
"from": [ 8, 0, 0.8 ],
"to": [ 8, 16, 15.2 ],
"rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
"shade": false,
"faces": {
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross" },
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#cross" }
To create the usual shape of the saplings, both elements are being rotated by 45 degrees. Therefor the origin and the axis of rotation are set to the specified values, the angle is set to 45 degrees and "rescale" is set to true. The latter causes the model to be scaled on the axes it has not been rotated on, so that it takes up the same space as it did before rotating it (see comparison images).
"rescale": true
"rescale": false
As items do not have different variants, there is no need to specify them. The folder assets/minecraft/models/item contains all the model files. The names of the files are hardcoded and should not be changed.
The root tag
 parent: Loads a different model from the given path, starting in assets/minecraft/models. If both "parent" and "elements" are set, the "elements" tag overrides the "elements" tag from the previous model.
Can be set to "builtin/generated" to use a model that is created out of the specified icon.
Can be set to "builtin/entity" to load a model from an entity file. As you can not specify the entity, this does not work for all items (only for s, s, s and s).
Needs to be set to "builtin/compass" or "builtin/clock" for the
 textures: Holds the textures of the model. Each texture starts in assets/minecraft/textures or can be another texture variable.
 layer#: Only used to specify the icon of the item used in the inventory. There can be more than just one layer (e.g. for s), but the amount of possible layers is hardcoded for each item. Only works in combination with "builtin/generated".
 particle: What texture to load particles from. Used to determine the "crumb" particles generated by food items, as well as to determine the
particle (but it always uses items/barrier.png as blockbreaking particle), which otherwise will use "layer0".
 A texture variable: Defines a texture variable and assigns it a texture.
 elements: Contains all the elements of the model. They can only have cubic forms. Cannot be set along side "parent".
 An element
 from: Start point of a cube according to the scheme [x, y, z]. Values must be between -16 and 32.
 to: Stop point of a cube according to the scheme [x, y, z]. Values must be between -16 and 32.
 rotation: Defines the rotation of an element.
 origin: Sets the center of the rotation according to the scheme [x, y, z], defaults to [8, 8, 8].
 axis: Specifies the direction of rotation, can be "x", "y" or "z".
 angle: Specifies the angle of rotation. Can be 45 through -45 degrees in 22.5 degree increments. Defaults to 0.
 faces: Holds all the faces of the cube. If a face is left out, it will not be rendered.
 down, up, north, south, west or east: Contains the properties of the specified face.
 uv: Defines the area of the texture to use according to the scheme [x1, y1, x2, y2]. If unset, it defaults to values equal to xyz position of the element. The texture behavior will be inconsistent if UV extends below 0 or above 16. If the x or y number are swapped, the texture will be flipped in that direction. UV is optional, and if not supplied it will automatically generate based on the element's position.
 texture: Specifies the texture in form of the texture variable prepended with a #.
 cullface: Specifies whether a face does not need to be rendered when there is a block touching it in the specified position. The position can be: down, up, north, south, west, or east. It will also determine which side of the block to use the light level from for lighting the face, and if unset, defaults to the side.
 rotation: Rotates the texture in increments of 90 degrees.
 tintindex: Determines whether to tint the texture using a hardcoded tint index. The default is not using the tint, and any number causes it to use tint (except for spawn eggs, where 0 causes it to use the first color, and 1 causes it to use the second color). Note that only certain items or certain layers of items (e.g. ) have a tint index, all others will be unaffected.
 display: Holds the different places where item models are displayed.
 thirdperson_righthand, thirdperson_lefthand, firstperson_righthand, firstperson_lefthand, gui, head, ground, or fixed: Place where an item model is displayed. Holds its rotation, translation and scale for the specified situation. fixed refers to item frames, while the rest are as their name states.
 rotation: Specifies the rotation of the model according to the scheme [x, y, z].
 translation: Specifies the position of the model according to the scheme [x, y, z]. If the value is greater than 80, it is displayed as 80. If the value is less then -80, it is displayed as -80.
 scale: Specifies the scale of the model according to the scheme [x, y, z]. If the value is greater than 4, it is displayed as 4.
 overrides: Determines cases which a different model should be used based on item tags.
 a case A single case.
 predicate: Holds the cases.
 a case A single case tag. See
for a full list of available tags.
 model: The path to the model to use if the case is met, starting in assets/minecraft/models/
Some items support additional tags for model overrides. Below is a full list of available tags.
"angle": Used on compasses to determine the current angle, expressed in a decimal value of less than one.
"blocking": Used on shields to determine if currently blocking. If 1, the player is blocking.
"broken": Used on Elytra to determine if broken. If 1, the Elytra is broken.
"cast": Used on fishing rods to determine if the fishing rod has been cast. If 1, the fishing rod has been cast.
"cooldown": Used on ender pearls and chorus fruit to determine the remaining cooldown, expressed in a decimal value between 0 and 1.
"damage": Used on items with durability to determine the amount of damage, expressed in a decimal value between 0 and 1.
"damaged": Used on items with durability to determine if it is damaged. If 1, the item is damaged. Note that if an item has the unbreakable tag, this may be 0 while the item has a non-zero "damage" tag.
"lefthanded": Determines the model used by left handed players. It will affect the item they see in inventories, along with the item players see them holding or wearing.
"pull": Determines the amount a bow has been pulled, expressed in a decimal value of less than one.
"pulling": Used on bows to determine if the bow is being pulled. If 1, the bow is currently being pulled.
"time": Used on clocks to determine the current time, expressed in a decimal value of less than one.
This example describes the torch as an item. The model can be found in the torch.json, which is stored in the folder assets/minecraft/models/item.
File: torch.json
"parent": "builtin/generated",
"textures": {
"layer0": "blocks/torch_on"
"display": {
"thirdperson": {
"rotation": [ -90, 0, 0 ],
"translation": [ 0, 1, -3 ],
"scale": [ 0.55, 0.55, 0.55 ]
"firstperson": {
"rotation": [ 0, -135, 25 ],
"translation": [ 0, 4, 2 ],
"scale": [ 1.7, 1.7, 1.7 ]
The "parent"-tag uses "builtin/generated", so that game uses the standard model of the torch, which has been generated out of the 2D graphic used for the item icon. The icon is specified with the "layer0"-tag and the texture, that has already been used for the block model, is used for the icon as well. As there is just one layer hard coded for the torch, there cannot be any more layers added. Furthermore, the display properties for the torch are specified, so that it will be displayed correctly in every possible situation. The torch cannot be placed on a players head and uses the specified icon in the inventory, so there is no need to adjust the model for these situations. To line the model up with the players hand in first and third person view, the model needs to be rotated, moved and scaled, which is done for each of the two situation separately.
此处以的为例。 The model can be found in the fishing_rod.json, which is stored in the folder assets/minecraft/models/item.
"parent": "item/handheld_rod",
"textures": {
"layer0": "items/fishing_rod_uncast"
"overrides": [
"predicate": {
"model": "item/fishing_rod_cast"
In this model, the normal model is overridden if the fishing rod is cast, causing it to instead display the model "item/fishing_rod_cast"
Flowers are now discentered like tall grass.
Added custom block models.
Rewrote the model format. Instead of having just "planes", it now has "planes" and "cubes". The rotation of objects was also limited to one directional rotation per object in increments of 22.5 degrees.
Lighting on solid block no longer makes inner sections completely black.
Generic blocks now load models instead of pre-defined shapes.
TheMogMiner posts about upcoming changes to the model format.
Converted most of the remaining static blocks to the model format.
Added "rotateVariantTextures" to preserve uv details through rotation.
Removed the directional attribute from the uv definition and replaced it with explicit texture references. "textureFacing" was replaced with "texture" parameter which is prepended with the hash symbol (#).
"useAmbientOcclusion" renamed to "ambientocclusion"
"rotateVariantTextures" renamed to "UV lock"
"cull" renamed to "cullface", specifies the opposite of which neighboring face causes culling to occur
Rotation made more verbose, it is now more clear that it can only occur on a single axis. Example, the rotation for one of the two faces of the "cross" model is now: "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
The folder models/blocks/meshes was removed and model files are now stored in models/block.
The folder blockstates was added and stores the model selection files previously found in models/block.
The model format now supports custom item models.
Replaced block state names with data which better reflects the internal data. Does not yet reflect all data for some blocks. Will switch to using the actual stored data in a future version when numerical data values are completely dropped in favor of block states.
The block state files now support an array of models allowing for random models.
Added the item model "builtin/entity".
The tag "translation" is now limited to the range of -24 to 24.
The tag "scale" is now limited to 4 or less.
UV is now optional, and if not supplied it will automatically generate based on the element's position.
Different models/textures for different damage values, item states, and whether the player is left handed. This works on compasses, clocks, and anything that can have a durability bar. It also contains additional tags for bows and fishing rods.
Models can be put together based on block state attributes, such as fences. As a result, the vanilla set of block models was reduced by almost 300 models.
Block model JSON is now strict, comments and quoteless identifiers are not allowed.
"display" tag defaults have changed, and the "thirdperson" and "firstperson" tags were replaced with "thirdperson_righthand", "thirdperson_lefthand", "firstperson_righthand", and "firstperson_lefthand".
"parent" and "elements" tags can coexist now, though the top level elements tag overwrites all former ones.
Removed the option to disable alternate block models.

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