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Minecraft Experiment


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Cheers for the suggestion Robert. I managed to get him mostly flattened. He looks like an Eldritch Abomination or now I'm thinking about it he looks a bit like what the Jokers' face looks like after he slices it off and wears it as a mask in Batman - Death of the family (Don't quote me on that title).  Hopefully have something to show soon.

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  • 4 weeks later...

Been thinking about possibly making YouTube videos again. If I did they would be Minecraft based. So I took some time and modded Tech into Mineraft. But I also wanted to be able to add in animated cutaways so I have also modelled and Rigged my avatar and Tech within A:M. 

Minecraft uses a dual layer system for its skins. The outer layer gives more depth to the avatar but only consists of a slightly enlarged duplicate of the inner layer which has no thickness so from it looks odd from some angles. For the models I'll be using in the cutaways I've added thickness to the outer layer to give it depth and consistancy while keeping the overall look of the game.

2022-04-24_15.18.55.png

3 dans0.pngDan and tech0.png

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Progress has been made on the new project. Tech and Dan are now fully modelled and can blink, wink both eyes individually and have a full set of pose controlled phonemes.

 Tech Dan and gem0.png

The girl on the left is the avatar of YouTuber Geminitay who makes videos on a group server called Hermitcraft. She will not be appearing in the new project, I'm using her as an experiment to see how well the mouth I've made will fit into a skin in that style. A lot of female Minecraft skins use this style of having the eyes low down on the head and it doesn't leave much room for a mouth. Not that it matters as Minecraft characters don't usually have mouths. So I am planning on installing a mouth and seeing how it looks in practice.

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  • 2 months later...

Just realised I never followed up with this. I did end up adding a mouth and it works pretty well. Also ignore the fact she looks a bit sozzled.

sozzled0.png

 

 

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Quick question regarding animated decals.

I have a 16 frame animation that I've applied to a patch and set length to 1 second. This makes the animation play out over the course of 1 second (obviously).

If the choreography is 2 seconds long, the animation plays over the course of the 1st second and then stops. I can set the duration of the animation to 2 seconds but that makes the sequence half speed.

What I want to happen is have the animation sequence loop back to frame 1 at the beginning of second 2 but I can't figure out how to do it. Is this doable or do I need to make a longer sequence with repeating frames?

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In the Chor, Show More Than Drivers to expose the model's Decals folder.

There you can keyframe values for "frame".

The curve for a decal that plays twice will look something like this...

 

image.png

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The opening part of the MC project starts in a local grocery store. I designed and built it in MC (along with a decent sized chunk of the surrounding street) with the intention of using a program called JMC2OBJ to export the map as a model into A:M. Sadly a lot of the mods I used to make the set were incompatible with JMC2OBJ. So I've been recreating the set directly in A:M. She's taking a little while but she's coming along.

register0.png

For Context

store.png

 

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5 hours ago, robcat2075 said:

If you want a characteristic florescent tube light effect you can path constrain a light on a spline and use multipass.

Funny you should mention that, as I was looking at that forum thread the other day and tested it out.

Multipass even at 16 passes, which I think was the minimum suggested in the thread, greatly increased render times.

But I have it set up now so I might use it for still images down the road. Probs just stick with a single light for each tube for animation. Maybe adding a small glow effect to the tubes would sell the effect a bit more.

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1 minute ago, Wildsided said:

Multipass even at 16 passes, which I think was the minimum suggested in the thread, greatly increased render times.

Yeah, but the computer can work while you sleep.

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  • 2 weeks later...

Okay, so the main floor layout is pretty much complete. I still need to do the Deli/Bakery section in the back left of the store. The rest of the store like the back offices, storage and produce prep area won't be shown on camera so everything beyond the bakery area will be empty and just walls for the exterior shots. Then I can move on to making the rest of the surrounding street (Which will all just be facades and should take a lot less time. Then we can get down to the business of killing off the protagonist.

Store aisles .png

Store more.png

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  • Wildsided changed the title to Minecraft Experiment

Damn Daniel! Back at it again with the white Van.

I had previously built a few vehicles for the car park using a mod called chisels and bits. I've now started rebuilding them in A:M.

White Van0.png

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