Problems with JPM (texture don't fit to the models + weird animation)  [Solved]

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Problems with JPM (texture don't fit to the models + weird animation)

Post by Galingueur » 17 Jan 2017, 23:00

Hello,

i working since two days on a custom mob and there are some things that i can't understand.

Firstly, the texture.
I build the entire mob into cubik studio before split it in several parts (body, head, leg, ect...). it's easier to see how it will be in-game. So, i made a 64x128 texture following the model give in the documentation of optifine. I obtain this texture :
Image

I made the UV in cubik (I use some UV rotation and symmetry), and i export each parts into jpm. But in-game, the texture don't fit at all.
I don't understand what i'm doing wrong. Did i miss a Step ? Texture format isn't the good one ?

Secondly, when i have all my parts in-game (with fucked up texture), i build my mob with the jem file. I need to use a lot of translate and rotate option, i don't know if it's normal. When i success to build my mob, the animation do all wrong. For exemple, the head rotate, but not on its central point. If i need to translate my mob's head to x : -20 to build correctly my mob, the head rotate animation keeping the distance of the translation (the head will turn far from the body, in the void)

I try to figure out what i need to do, but after lot of tests, i'm totally lost.

Don't hesitate to ask me to re-explain if you don't understand (it's a bit messy, even for me -_- )

Thanks for your help !

Galingueur_
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Re: Problems with JPM (texture don't fit to the models + weird animation)

Post by Sphax » 18 Jan 2017, 13:54

maybe some screenshots of the model in Cubik vs in game could help. Also the .cubik itself may help.

Btw, UV rotations are not possible (yet) for JPM format but flips are handled.
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Re: Problems with JPM (texture don't fit to the models + weird animation)  [Solved]

Post by Galingueur » 18 Jan 2017, 20:07

Hello Sphax, and thank you for your reply.

Indeed, the texture problems came from a bad use of the UV rotation. After many tests, flips don't work (maybe a bug ?)

So, if a noob like me come on this topic, here the full tricks to have a proper texture with .JPM :
- Draw each cube of your models with this pattern :
Image
your texture could have as much paterns as you want, as long as you have a square/rectangle texture (16x16/32x32/128x32,ect...)

- When you applies UV on your models, you need to keep your x and y position on the left upper corner for each UV box, like this :
Image

So, the texture problem is solved ! But i always have a problem with the animation of the models.
I took two pictures, to illustrate the example of the head.

The mob looks in front of him, no problem :
Image
The mob looks the player, he turns his head into the void and not on the neck axis.
Image


Is there a way to export the jpm to have a correct rotation ? Maybe i need to put my head in a precise position before export it ? If it's the solution, where i need to put the head in cubik studio ?

P.S if you need the .cubik, i can send it to you in pm.
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Re: Problems with JPM (texture don't fit to the models + weird animation)

Post by Sphax » 18 Jan 2017, 22:32

Have you modified the origin of the JPM head?

Origins can also be modified in JEM file
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Re: Problems with JPM (texture don't fit to the models + weird animation)

Post by Galingueur » 19 Jan 2017, 10:40

No i haven't. :o
How can i do that ? i can't find, with the optifine doc, the line of code to change the origin in .jpm or .jem. :(
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Re: Problems with JPM (texture don't fit to the models + weird animation)

Post by Sphax » 20 Jan 2017, 08:33

In Cubik Studio you just have to click "Origin" button and move the point

The origin can be moved via offset in JPM or in JEM
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Re: Problems with JPM (texture don't fit to the models + weird animation)

Post by Galingueur » 20 Jan 2017, 21:59

Thank you for this information. Unfortunately, this doesn't solve my problems...

I try a lot of time to move the origin point into cubik studio. But the game seems to not care of this change, or in a very weird way. (biggest amplitude of the movement for the leg, nothing for the head). So i still have weird movement. The head turns, but with a offset and the leg seems to move in the wrong sides. (as if the articulation is on the clog instead of the top of the thigh.) I try to move the origin point on the top of the thigh in Cubik, before export, but nothing happened. I also tried to add a line in the code

Code: Select all

"offset" : [0, 0, 0], 

But it doesn't works.

I really don't know what do to. the animation drives me crazy, i don't understand the logic behind it. O_o

You can download my resource pack with the mob here : http://www.mediafire.com/file/lyep8qkb5 ... st+Cem.zip
Maybe, this could help you to understand what is going wrong.

Thank you for your help !
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Re: Problems with JPM (texture don't fit to the models + weird animation)

Post by Galingueur » 30 Jan 2017, 22:15

Hello, if someone have the same problems for the animation, here the answer from geenium :

Image

The yellow cross is the origin for the head, the blue crosses are the origins for the legs. When you change a model part the origin for which minecraft performs the animations (walking, looking around) doesn't actually move. This is why it looks so weird.
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