Java Exporter still broken in 2.9?

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Java Exporter still broken in 2.9?

Post by Tango Tek » 26 Feb 2018, 09:01

I just got 2.9 and created a simple model to try out the java exporter.

Things still seem off a bit.

I've attached a screenshot of my crude model in Cubik and a shot of how it is rendering in game.

This is the generated java Model code.

Code: Select all

        textureWidth = 64;
        textureHeight = 64;

        e1_Head = new ModelRenderer(this, 0, 6);
        e1_Head.setRotationPoint(-16F, 77F, -14F);
        e1_Head.addBox(5.5F, -32.5F, 5.5F, 5, 6, 3);
        e1_Head.setTextureSize(64, 64);
        e1_Head.mirror = false;
        setRotation(e1_Head, 0F, 0F, 0F);
        e2_Rightleg = new ModelRenderer(this, 44, 17);
        e2_Rightleg.setRotationPoint(-7F, 24F, -9F);
        e2_Rightleg.addBox(0F, -13F, 0F, 2, 13, 2);
        e2_Rightleg.setTextureSize(64, 64);
        e2_Rightleg.mirror = false;
        setRotation(e2_Rightleg, 0F, 0F, 0F);
        e3_Leftleg = new ModelRenderer(this, 52, 17);
        e3_Leftleg.setRotationPoint(-11F, 24F, -9F);
        e3_Leftleg.addBox(0F, -13F, 0F, 2, 13, 2);
        e3_Leftleg.setTextureSize(64, 64);
        e3_Leftleg.mirror = false;
        setRotation(e3_Leftleg, 0F, 0F, 0F);
        e4_Torso = new ModelRenderer(this, 0, 15);
        e4_Torso.setRotationPoint(-16F, 51F, -14F);
        e4_Torso.addBox(5F, -26.5F, 5F, 6, 13, 4);
        e4_Torso.setTextureSize(64, 64);
        e4_Torso.mirror = false;
        setRotation(e4_Torso, 0F, 0F, 0F);
        e5_Rightarm = new ModelRenderer(this, 20, 19);
        e5_Rightarm.setRotationPoint(-5F, 46.5F, -16.5F);
        e5_Rightarm.addBox(0F, -2.5F, 0F, 2, 3, 10);
        e5_Rightarm.setTextureSize(64, 64);
        e5_Rightarm.mirror = false;
        setRotation(e5_Rightarm, 0F, 0F, 0F);
        e6_Leftarm = new ModelRenderer(this, 20, 6);
        e6_Leftarm.setRotationPoint(-13F, 46.5F, -16.5F);
        e6_Leftarm.addBox(0F, -2.5F, 0F, 2, 3, 10);
        e6_Leftarm.setTextureSize(64, 64);
        e6_Leftarm.mirror = false;
        setRotation(e6_Leftarm, 0F, 0F, 0F);

Everything seems upside down, offset and stretched in the Z still.
For instance, I'm not sure where the 77F Z coordinate rotation point is coming from for the Head. That value isn't anywhere in Cubik for its offset or position.

The Java exporter was the entire reason I bought this tool. I really need to get it working.
Am I doing something wrong in Cubik?
Humbly looking for some help.
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Tango Tek
Posts: 3
Joined: 23 Jan 2018, 20:01

Re: Java Exporter still broken in 2.9?

Post by Sphax » 27 Feb 2018, 23:38

I'll have a look... I compared the output of Cubik with the output of Tabula and everything looked exactly the same (for the same test models).
Is Tabula producing right JAVA class for you?
For support, use forum (not DM or PM or email) and create your own topic :3d:
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Joined: 10 Nov 2011, 10:44

Re: Java Exporter still broken in 2.9?

Post by JTK222 » 28 Feb 2018, 15:35

Issue #1 (quote from the java models suggestion thread):
You can fix it by substracting the model position from the rotationPosition for each element.
Issue #2: Entity Models are for some reason upside down D:
But this can be fixed either in code: GL11.glRotatef(1f,0f,0f, 180F);
Or trough exporting the models upside down so they are correct when rendered ingame.
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Posts: 53
Joined: 02 Nov 2016, 08:35

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