erich666 / Mineways

Exports models from Minecraft for 3D printing or rendering
http://mineways.com
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Mob heads display as pumpkins #13

Open JMY1000 opened 8 years ago

JMY1000 commented 8 years ago

Why are you looking here? The info's already in the title.

erich666 commented 8 years ago

See http://www.realtimerendering.com/erich/minecraft/public/mineways/mineways.html#blocks

Heads use tile entity data, which Mineways doesn't support.

I really should bite the bullet and figure out tile entities, e.g. http://bedrockminer.jimdo.com/modding-tutorials/advanced-modding/tile-entities/ and http://minecraft.gamepedia.com/Tile_entity

erich666 commented 8 years ago

I now read in block entities, and am properly reading the data for heads. I have the size and rotation working perfectly. Actually having different heads means a lot of messing about with the texture system (adding chests was bad enough), tedious work that I'm not looking forward to doing. Anyway, the slightly-better heads (they're at least the right size and position) will be in v 5.04.

erich666 commented 8 years ago

In Version 5.04 they're indeed still pumpkins, but if you use material subtypes on export, each different head will have its own separate material type, so you can find and substitute them as you wish.

I'm leaving this one open, but have other fish to fry, so don't expect anything soon on this one.

JMY1000 commented 8 years ago

@erich666

I'm leaving this one open, but have other fish to fry, so don't expect anything soon on this one.

Should this be reopened then?

erich666 commented 8 years ago

Derp, I hit the wrong button - reopened.

erich666 commented 4 years ago

From a user, a way to get the heads into Blender: I've sort of solved the issue with the heads by making a plugin for Blender. It's by no means complete, but it has all the core features. It doesn't work on Blender 2.9 for some reason, it causes an import error (which I'm working on), but it does work just fine on Blender 2.8. Basically, I've set it up to create a player head model that you can assign a skin to by various different methods. My preferred method is using the blockdata assignment. It uses the setblock command that minecraft copies to your clipboard when you press F3+I. When you use F3+I on a player head, it copies it's value attribute, which I can reverse to get the skin texture url, even if the head doesn't have a username. For example, the mob heads added by the VanillaTweaks More Mob Heads datapack. It's nice and easy and the command reads straight from the clipboard, so you just look at a head, press F3+I, then click the button in Blender, and boom, you have a player head. I also added some alignment tools that align the player head in the block as if it's in Minecraft. Here's the link if you want to check out the addon. You're probably too busy for that, but it's there if you want it. Anyway, with my new addon I've been fixing all the player heads in my scenes and making fantastic looking renders that look exactly like the game. https://github.com/TheWeirdSquid/Minecraft-Player-Head-Tools/releases

DavidBootle commented 4 years ago

The plugin in question is mine, and I'm glad to report I've fixed the issue with Blender 2.9, and added at least some basic documentation. The current version (v1.0.1) works on both Blender 2.8 and 2.9, and has all the bugs I could find ironed out. I'm planning on creating and maintaining an active wiki page for the repository, including step by step guides on exactly how to use the plugin to add a player head into your renders, from start to finish. My current plan is to maintain it actively, so any bug reports or feedback are greatly appreciated! Hope this plugin helps! https://github.com/TheWeirdSquid/Minecraft-Player-Head-Tools/releases

erich666 commented 1 week ago

Another potential solution is to use MiEx, if you are importing USD files. I believe MiEx handles these heads (and many other things, such as letters on signs).