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The Machinima Studio mod

License: GNU General Public License v3.0

Java 100.00%
minecraft-mod player-recording blockbuster-mod mocap actors camera minecraft-forge-mod minecraft-forge

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blockbuster's Issues

Mo'Bends Glitch

Add support for Mo'bends if possible. if not, i should report this to Mo'Bends.

Blockbuster 1.5.3

  • Duplicate limb button
  • When trying to import a mob model in main menu, let the user know it's impossible in the main menu I just hid the button ๐Ÿ˜‚ (suggested to NlL5)
  • Add feature to copy same pose properties to other poses
  • /spectate <player> <entity> command
  • Fix floating interpolation issue of player recording (that's kind of like Minecraft works)
  • Make LayerElytra work with body
  • Add support for transparent skins in the limbs
  • Fix issue with anchor based models not respecting (reported by MineLol, ZeNoob)
  • Update version.json
  • Don't allow limb to parent itself (reported by El_Redstoniano and HartyMcSmarty)
  • Add prefix config option for chat action
  • Add /model export_obj command
  • Add body part model system (A MUST HAVE FEATURE)
    • Add use target checkbox
  • Extract GUI code into lib mod
  • Add a button into director block GUI to rename prefixed with number replays
  • Add command to convert 64x32 to 64x64 skins and vice versa
  • Texture URLs (suggested by way too many people to list)
    • Try fixing URL textures not working with Discord (reported by STH)
  • Fix NPE caused by malformed model morph with no model (reported by KazerLight)
  • Make wheels and wings into checkboxes
  • Add map_Kd_path to specify default resource location for MTL material
  • Image morph
    • Add lighting property
  • Add to Blockbuster morph editor materials editing and texture picker
  • Fix a new crash with item playback button (reported by Olrik&Flynn)
  • Extract strings
  • Add mclib to dependency list

Bugs strike again

  • Fix a stupid issue with morphs not nulling or overwriting when set selected (turned out to be a Metamorph bug ๐Ÿ˜‚)
  • Try fixing bug with text fields focused in background
  • Fix issue with 3D model layers
  • Rearrange buttons in morph editor to have close button everywhere on the same side
  • Take in account invert wheel
  • Try to optimize space of body part tags
  • Add acquire morph button to morph picker
  • Make sure /model convert works with HD skins of multiple of 64
  • Remove constraint in seeking morph
  • Fill/clear wheel/wing checkboxes
  • Morph action nulling doesn't work
  • Add mounted property to /record clean

Not Burning

When Morphing as a Zombie/skelton/undead mob you hear Burning sound but you don't burn or take damage.

I18n in SubCommandBase

@Override
public String getCommandUsage(ICommandSender sender)
{
String message = I18n.format(this.getHelp()) + "\n\n";
for (CommandBase command : this.subcommands.values())
{
message += I18n.format(command.getCommandUsage(sender)).split("\n")[0] + "\n";
}
return message.trim();
}

This is completely wrong. getCommandUsage() returns an unlocalized string like "commands.name.usage", not translated one. Also caused this crash, because you are using client-side-only class on server side:
https://github.com/LatvianModder/FTBUtilities/issues/846

Why do you have your own class at all? CommandTreeBase exists

Features 1.2

This update is going to be focused mainly on camera, better cameras. These are the features that are going to be implemented in this update:

General

  • Remove camera item and entity, and remove the support of cameras in GUIs
  • Add key bindings for camera interaction commands

Camera

  • Camera fixtures โ€“ camera fixtures are construction blocks for camera profiles, they're define how camera going to move during play
    • Idle camera fixture (duration, angle, position)
    • Path camera fixture (duration, sub-paths)
    • Look entity camera fixture (duration, entity, position)
    • Entity follow camera fixture (duration, entity, offset position)
    • Circular camera fixture (duration, center block point, offset, distance, circles)
    • Reference camera fixture (duration, index)
  • Camera profiles โ€“ camera profile is basically an organized list that consist out of camera fixtures which you can use in director block
  • Implement camera paths visualization

Director Block

  • Add support of camera profiles in director block

Commands

  • Commands to work with camera fixtures and profiles
  • Reorganize existing commands according to the new sub command API
    • Unify play-director and stop-director commands into director command
    • Unify record and play commands into action command

By the way, I'm open to suggestions.

Can't let the actors sleep as normal

My Minecraft version is 1.11.2,when I control the actors to get sleep,the actors will stand on the bed and repeat the previous action.

I'm waiting for you. :(

Husks will burn

in 1.10 the husk morph burns during the day even though they are a sub type of zombie that does not burn

Patch 1.4.7

This patch is aimed at providing compatibility between Metamorph and Blockbuster mods.

Actors

There are few things which should be fixed/added before releasing this update. First, I have to include fred model as default provided, because people seem to use fred very frequently instead of alex or steve. Then default morph has to be added for actors when they spawn.

  • Add default morph (steve) to actors on spawn
  • Add fred model as one of the models which is provided by default (fred is basically alex, but with 4px arms)
  • Implemented item pick-up animation (just like other mobs item pickup)
  • Increase item pick-up length (from 10 to 40 ticks)
  • Make actors rideable (sneak + right click is to start record)

Commands

This will save countless human hours (before 1.5 will save even more hours), in attempt to modify and read player recording actions.

  • /record command which allows do some simple manipulations with player recordings on the server
    • /record get <filename> <tick> โ€“ output data_tag of action by filename <filename> at <tick>
    • /record info <filename> โ€“ outputs information about record by <filename>, such as version of record format
    • /record set <filename> <tick> <action_type> [data_tag] โ€“ set action by type <action_type> with optional data [data_tag] in record by filename of <filename> at <tick>
    • /record search <filename> <action_type> [limit] [output_tags] โ€“ searches for actions optionally limited by [limit] of given <action_type> and outputs its tick and optionally output data tag for player recording by filename <filename>.

Camera

I was lazy writing script for the video, so I decided to add another feature to Blockbuster (which hasn't added in 1.4). Cubic interpolation is lit af! ๐Ÿ˜„

  • Add cubic interpolation for path fixture

General

This update makes Metamorph required part of Blockbuster workflow. This is done to join rendering and logic code together. There might be few disadvantages regarding this integration, but, overall, it should give users more opportunities, since people will be able to use Metamorph's actions during recording and even use much more morphs from other mods.

  • Adapt morph action to Metamorph
  • Adapt custom model and skin fields to Metamorph
  • Add morph_action action to Blockbuster (for recording morph action)
  • Add option for disabling director block teleportation (suggested by badr)
  • Flip texture of actor config. device (thanks to Tom Soel)
  • Remove Blockbuster's /morph command and morphing capability

Recording

There is a little issue with ATTACK action. The problem is that it uses rotation for figuring out the vector of look, but my code wasn't rotating correctly the actor, so the direction of attack was wrong. This patch fix this issue.

  • Add COMMAND action
  • Add countdown config option for recording (this will make accidental recording less likely, suggested by Minebox)
  • Correct ATTACK action's direction vector

GUI

This shit needs to be fixed, because it will improve overall UX (thanks to beta testers ๐Ÿ˜Š).

  • Add close button for morph picker (by badr)
  • Add duplicate button in director GUI (by badr)
  • Make scroll-ability only when mouse inside of scrolling area
  • Indicate an error when "Recording ID" is empty string
  • Replay doesn't get saved when is attached to director block (thanks to Tom Soel)
  • Add acquired morph category in morph picker
  • Add confirmation GUI when breaking director block (thanks to Tom Soel)

Features 1.5

Blockbuster 1.5 patch adds new features to model and director blocks, improves custom models (especially the OBJ support), adds new /record subcommands, and updates all GUIs.

General

  • Add green screen config option (suggested by Andruxioid)
  • Add check for 1.12.2 forge version check (thanks to Sub)
  • Add pure green block
  • Extract all strings to language upon finishing all features
  • Fix model block and actors get reset on the server after restart
  • Fix local server model thing
  • Fix security ACG in ServerHandlerRequestLength, ServerHandlerModifyModelBlock and about everywhere where getTileEntity is used (thanks to Paul Fulham)
  • Give some credit to Charles
  • Make custom morphs preserve themselves
  • Remove remaining old obsolete features
  • Switch to sendStatusMessage in several places
  • Update wiki to 1.5 (including features from 1.4.10)

Director block

  • Add director Block configuration
    • Start/stop commands (and a way to disable/enable them)
    • Looping
    • Disable changing states to block
    • Hide on playback
    • Display name (for organization purpose) (as requested by Andruxioid)
  • Add individual replay properties
    • Actor starting health
    • Whether this replay should be played
    • Use fake player instead of an actor
  • Improve duplicate in director block feature (by scanning other entries for increments)

GUIs

In 1.4.10 and below, GUIs are looking very awful, and it's not very comfortable to use. This update will rework most of GUIs and add player recording editor GUI which will allow adding effects so much easier (it's time to ditch /record <add|search|remove> commands, haha).

  • Add player recordings editor GUI
    • Add unique action editor panels (which allow editing action properties)
      • Chat action
      • Drop action
      • Equip action
      • Shoot arrow action
      • Place block action
      • Mounting action
      • Interact block action
      • Break block action
      • Morph action
      • Attack action
      • Damage action
      • Command action
      • Break block animation action
      • Use item action
      • Use item block action
    • Add new and remove actions
    • Move actions between frames
    • Duplicate action button
  • Add pose editor in morph picker
    • Add acquire morph button
    • Add a checkbox which "apply on sneak" for custom pose
  • Fix morph builder NPE
  • Rewrite main GUIs into one dashboard based interface
    • Rewrite model block GUI
      • Add a block list of recently accessed blocks
      • Hide excessive GUI elements during pose mode
    • Rewrite director block GUI
      • Add a block list of recently accessed blocks
    • Rewrite model editor GUI
      • Editing limb transformations
      • Editing limb properties
      • Editing model properties
      • Managing limbs (adding, removing, changing name and parent limb)
      • Managing poses (adding and removing)
      • Managing models (saving, saving as new model, mob model import via ModelExporter class)
      • Add a tab to manage view settings such as rendering of AABB, displaying items, swiping, swinging, reset camera, etc.
    • Add system to allow rendering tooltips
  • Rewrite Aperture's GuiPlayback to use a proper ScrollArea

Damage control

Restoring just blocks isn't enough. This update also adds damage control of tile entities (chests, model blocks, banners, flower pots, etc.) and entities (removing all entities which were created during playback/recording).

  • Add damage control of TE's
  • Add damage control of entities created after damage control (REEE items on the floor)

Model block

  • Add shadows to model block (configurable) (suggested by _TroloTroll_)
  • Add global model block rendering
  • Add config option for toggling inventory rendering (1.12.2 only)
    • Try making it dynamic, instead of on start up only (thanks to Shadows)
  • Add model block rendering in inventory (1.12.2 only)
  • Add one scale slider mode
  • Add support for configuring items to entity slots in model block
  • Add XYZ (currently it's ZYX) rotation mode to model block
  • Attempt fixing lighting issue with culling workaround
  • Remove connections neighbor fences (1.12.2) (reported by _TroloTroll_)
  • Remove particles from model block #destruction

Custom models

  • Add lighting and shading limb properties
  • Add GUI scale option
  • Add skins folder property which allows referencing skins from another folder (suggested by Andruxioid)
  • Add slot limb property which allows rendering armor parts on top of limbs
    • Add leggings body part to this set
    • Adapt default models to this standard
  • Add is3D limb property which allows making limbs act like MPM's outer layers
  • Add support for MTL materials files and multi-texture OBJ
    • Disable it by default, and add an option to toggle it
      • Add check box to model editor (for GUI scale and provides MTL)
    • And maybe add a feature to automatically create folders for materials... ?
    • Add some way to allow using linear filtering for textures (map_Kd_linear instruction)
      • Add support for linear textures mipmapping.
    • Make MTL models appear without placing textures to /skins/
    • Make default texture poses appear in the correct category
    • Make it work with shaders by generating a color texture and setting up UV for colored elements
    • Add NBT custom model morph property to inject custom textures
  • Add support for OBJ quads
  • Add support for g groups (for C4D users) (suggested by Andruxioid)
  • Fix NPE in model editor
  • Improve auto-OBJ feature
    • Make the auto OBJ feature to disallow MTL if the MTL file wasn't provided
    • Make the auto OBJ feature generate automatically limbs based on the OBJ file
  • Make model editor singleton (i.e. don't create a new one when opening it)
  • Move model code from Metamorph
    • Investigate X axis UV flipping โ€“ the X axis flip didn't only affected UVs, but also the model itself. The cause of this issue is Minecraft's internals which setup scaling factor and transformations for entity models. So it's not really fixable, because otherwise it will break all models which were created before.
  • Move hand pose code to ModelCustom
  • Optimize custom model reloading process (reload only changed models)
    • Add a feature to blacklist models by renaming model folder with __ prefix
  • Reduce AABB size for auto OBJ models (suggested by Devon)
  • Rewrite model reloading code using proxies
  • Rewrite blockbuster.actors actors pack

Commands

  • Add /record origin <file> [rotation] [x] [y] [z] command (which changes the first frame of the player recording to that new origin, and also recalculates the other frames based on delta with optional rotation) (credit to Galaxtone, and Olrik&Flynn)
    • Make [x], [y] and [z] accept relative values
  • Add /record prolong [post] [pre] command which allows prolonging the player recording either in beginning (i.e. delay) and in the end of player recording (post delay before actors disappear)
  • Add /record dupe <filename> <new_filename> (credit to Agirres)
  • Add [path] argument to /model clear command so it would allow reloading only some of the skins (i.e. it might take some time if there are 4K skins)
  • Add /record tp <filename> [tick] command which allows tping to the frame in given player recording at given tick (credit to Olrik&Flynn)
  • Add /record clean <filename> <property> [from] [to] command which cleaning given property frame information from player recording (credit to Olrik&Flynn)
    • Allow to specify a value to use instead of original frame [value] before [from], it should also be able to accept relative values
  • Fix /model export command
  • Make /model reload [force] command also reload models on the client side and [force] flag

Recording

  • Switch equip action recording from ids to ItemStack comparison
  • Investigate why flint and still doesn't trigger TNT
  • Investigate why model block aren't getting placed with item use block action
  • Creative mode item actions...
  • Apparently prolongated player recordings use prolongated tick...

"Fake Player" crashes my Game

Hello,

if I use the "Fake Player" button and play my recording via the PlayButton my Game crashes. All other buttons are working without that. I think I need that, beacuse I use a Modification to make better bodys and it seems to work only with "real" players. And not with bots. So i need to use the Fake Player function.

I hope somebody can help me.

Thanks
FallenNewYork

Patch 1.4.10

Patch 1.4.10 adds few nice misc. features (model block and OBJ loading without JSON model) which generally should improve UX a bit and simplify decorating set with Blockbuster models/Metamorph morphs, and lay down a foundation for future new features (which involves removing old useless code).

General

Generally, here are some code cleaning up points. Old and hacky code should cleaned up, and finally there are also few simple enhancements.

  • Add model editor button in the in-game menu (pause)
  • Document the code I wrote during this update
  • Don't pause the game in Blockbuster's GUIs
  • Remove all the code related to requesting models from the server
  • Remove hacks for compatibility with 1.3 update (sorry NlL5 ๐Ÿ˜‚)
  • Update the link to curse forge in mcmod.info
  • Fix block morph being null (Metamorph's fault)
  • Fix player's movement affecting entity's state in model block
  • Fix GuiTrackpad referencing Aperture's Area class
  • Fix fireworks not exploding
  • Make model block droppable in survival

Actors

Freeze actors was a such failure feature, since it's so hard to handle them in the code (saving noclip, rotation and other stuff).

  • Remove freeze feature (since it's getting replaced with model block)

Commands

Mainly /model related commands.

  • Add command to reload server-side models
  • Add command to reload blockbuster.actors textures

Custom models

Model block is going to be a T H I C C feature. ๐Ÿ‘Œ ๐Ÿ‘

  • Add feature to allow loading OBJ without a JSON model
  • Model blocks for putting models (TESR)
    • Selecting morph
    • Transforms
      • Translate
      • Rotate
      • Scale
    • Head rotation
    • Body offset

Recording

  • Add item usage on block action

Beauty issues (1.3)

Here are some notes I took when testing commit 211ebe0
I don't know, if they're still up-to-date, though.

Commands

  • /morph notexistingmodel says You morphed into "notexistingmodel" model. and morphs you into the default Actor model, even though the model "notexistingmodel" doesn't exist.

Miscellaneous

  • The description of the Director Block says "Use it for machinimas". I think this is from the old description, because the new Director Block is for adventure maps as well.
  • The default Actor model seems to be larger then the normal player. (Tested in Minecraft 1.10.2.) Press F5 and morph into an Actor and back. Also the arms are not idle swinging. But I'm unsure if this is on purpose.

Bug with the gamertags

I've tried 3 different gamertag removal commands/Mods which all work when in non morph state but i cant hide the tags at when in any morph. If it would not be to hard can you fix/implement a way to hide the name in mob state for sort of mob camouflage hiding purpose.
capture
capture2

Crash on server start (1.3-pre)

Although the mod works in Singleplayer and LAN, loading it into a server crashes every time.
Crash Report:

---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3

Time: 9/15/16 11:43 PM
Description: Exception in server tick loop

net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityPlayerSP
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:179)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:589)
at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:92)
at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:321)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:118)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:429)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityPlayerSP
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at net.minecraftforge.fml.common.network.simpleimpl.SimpleNetworkWrapper.instantiate(SimpleNetworkWrapper.java:147)
at net.minecraftforge.fml.common.network.simpleimpl.SimpleNetworkWrapper.registerMessage(SimpleNetworkWrapper.java:140)
at mchorse.blockbuster.network.Dispatcher.register(Dispatcher.java:147)
at mchorse.blockbuster.network.Dispatcher.register(Dispatcher.java:108)
at mchorse.blockbuster.CommonProxy.preLoad(CommonProxy.java:43)
at mchorse.blockbuster.Blockbuster.registerAllItemsBlocksAndEntities(Blockbuster.java:79)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:566)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:228)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:206)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:135)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:586)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.entity.EntityPlayerSP
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
Caused by: net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@62ef27a8 from coremod FMLCorePlugin
at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:234)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 44 more
Caused by: java.lang.RuntimeException: Attempted to load class bmr for invalid side SERVER
at net.minecraftforge.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:49)
at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:230)
... 46 more

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Details:
Minecraft Version: 1.9.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_66, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1209275144 bytes (1153 MB) / 1365245952 bytes (1302 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -Xms1024M -Xmx2048M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.28 Powered by Forge 12.17.0.2051 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.19} Minecraft Coder Pack
UCH FML{8.0.99.99} Forge Mod Loader
UCH Forge{12.17.0.2051} Minecraft Forge
UCE blockbuster{1.3-pre} Blockbuster
Loaded coremods (and transformers):
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)

How to delete actor?

Im using egg spawner, and how to delete actor after spawning actor?

any "despawn egg" tools or commands?

crashes when it loads

ill push play and before it opens it crashes and says "Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Blockbuster (blockbuster) " i am unsure of what to do. im really interested in this mod but i cant play with it ;/. Any clue on whats wrong?

Metamorph not working

I put the mod in mod folder after installing Forge (the latest) for 1.12. I made sure there was no other mods on and it still crashes my game.

crash report of metamorph

How to constribute?

How to constribute or join a discussion? I would like to get into it, planning to maximize the automization of entities. I suggest training a villager as example to do showned things in a loop. That should include the using of all integrated blocks, like chest or (a future dream) ME System or other blocks of mods.
Automization through villagers or any other kind of entity.

Regards, Drarcon

Crashing (with Metamorph 1.1.4)

The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Blockbuster (blockbuster)

Bugs (1.3 / 1.4 dev)

I tested these bugs in 1.3 and then retested them in the latest dev commit to check if they're still existing.

  • The director block doesn't update Actors when pressing 'Done'.
  • Changes done with the Actor configuration tool don't get adopted by the director block. (The Actors model, skin and visibility setting get reset when starting the playback of the director block.)
  • Detaching an Actor doesn't completely detach him. When you right-click a detached Actor, the playback of the previously attached director block will be started.
  • When recording an Actor, the POV of the player gets changed, and the Bounding Box as well, at least on client side. But it seems that the server doesn't get updated. What I mean is that one cannot record chickens walking through a 1-block hole.
  • Similar with the Bounding Box of Actors: They get changed on the client side when changing the model. But when a chicken-Actor is standing beneath a 1-block whole, the Actor suffocates in the wall.
  • Invisible Actors still have shadows :-S
  • Playback of registering Registration tool crashes the game. (Recursive use of blockbuster.) *Stacktrace below. Steps to reproduce:

    ยฐ Start recording

    ยฐ Place a director block (While recording!)

    ยฐ Take a Registration Tool and right-click the director block

    ยฐ Stop recording

    ยฐ Play back the action.

    I know, this is a mean test ๐Ÿ˜‰ (I didn't test other blockbuster functions.)
  • If 1 Actor is attached to 2 director blocks, only the latest attached director block starts playback when recording the Actor. I expected that 1 Actor can only be attached to 1 director block (scheduled to #13)

Added by @mchorse

  • Make alex and steve arms idling

Bugs only in the dev version:

  • Playback of a detached Actor doesn't work properly. On playback sometimes an Actor spawns, that doesn't play it's playback file, but sometimes no Actor spawns.
  • /action play <file> doesn't start the playback. It surely has something to do with the above error that spawns no actor.

_\* Stacktrace for 1.3.1 dev version:_ `java.lang.ClassCastException: mchorse.blockbuster.common.entity.EntityActor$1 cannot be cast to net.minecraft.entity.player.EntityPlayerMP at mchorse.blockbuster.common.block.BlockDirector.displayCast(BlockDirector.java:66) at mchorse.blockbuster.common.block.AbstractBlockDirector.func_180639_a(AbstractBlockDirector.java:123) at mchorse.blockbuster.recording.actions.InteractBlockAction.apply(InteractBlockAction.java:51) at mchorse.blockbuster.recording.data.Record.applyAction(Record.java:74) at mchorse.blockbuster.recording.RecordPlayer.next(RecordPlayer.java:47) at mchorse.blockbuster.common.entity.EntityActor.func_70636_d(EntityActor.java:210) at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2020) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:384) at net.minecraft.world.World.func_72866_a(World.java:1962) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:837) at net.minecraft.world.World.func_72870_g(World.java:1932) at net.minecraft.world.World.func_72939_s(World.java:1748) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:618) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) at java.lang.Thread.run(Thread.java:745)`

[Feature Request] Freeze Actor

In the Actor Configuration, I would like to see a Freeze Actor checkbox/button. When enabled, the actor doesn't move, can't be pushed, and doesn't fall. This could be useful for editing the area around the actor without having to remove it and place a new one when finished.

Server issue

So I added my skins to my server file for blockbuster now it won't show up for others why?

Blockbuster 1.5.1

Little patch update which fixes lots of bugs introduced in 1.5. Also fixes an old annoying bug when riding an actor rubber bands you back, and adds item model rendering from 1.12.2 through some ASM magic! โœจ

  • Add TEISR stuff work with 1.11.2 and 1.10.2
  • Add a procedure to clean up GL resources after models are getting removed
  • Fix NPE in ClientHandlerActorPause (reported by KazerLight)
  • Fix ResourceLocation to TextureLocation in 1.11.2+ branches (reported by AzureZhen)
  • Fix issues with mixed MTL and cubic limbs
  • Fix last edited action not saved when switching between files
  • Fix blockbuster.gui.record_editor.actions.equip.leggings
  • Fix issue with riding an actor
  • Fix shadow configuration option doesn't get saved
  • Fix add limb with same name (reported by _TroloTroll_)
  • Make pose editor clone a morph into selected morph slot
  • Make invert property use Z axis instead of Y for yaw when looking is enabled
  • Make playback button and confirm break director block GUIs not pause the game
  • Make null director block and model block if they aren't accessible in the world
  • Rebuild model on holding change

Features 1.3

Blockbuster's update 1.3 is going to be focused on actor entities, but specifically their outer look. This update will bring customizable models for actor entities.

See McME repository for more information about web app, JSON scheme and model creation process.

Preparation

  • Define a JSON scheme for actor models
  • Create a web app for editing actor's JSON models

Director Block

  • Decouple data from actor entity
  • Remove director map block (since both blocks going to be merged)

When I was making my machinima (and testing Blockbuster), I realized that I need to decouple data from actor entity to be stored in the director block, and not in the actor entity itself.

By decoupling data from actor entity, it will allow creating different scenes with same entities, and also it will allow restoring actors that died during the scene in a simple manner. This will ease the machinima creation process for recording different scenes in the same environment.

Actors

  • Convert JSON models into Minecraft model consisting out of ModelRenderers
  • Add support for custom models in actor renderer
  • Change blockbuster/config folder structure to suit custom models
  • Adapt Actor configuration GUI for selecting custom models
  • Implement game play features of the limbs:
    • looking โ€“ limb looks in direction where player looks
    • holding โ€“ limb holds an item which is either in left or right slot (main hand and off hand)
    • swining โ€“ limb swings when entity in motion
    • idle โ€“ limb swings subtle when entity is standing
    • swiping โ€“ limb swipes when entity attacks (presses left mouse button)
    • armor โ€“ limb is overlayed by an armor piece, possible values: head, body, arm or leg.
    • invert โ€“ affects direction of motion for swinging, swiping and idle properties
  • Add Invisible property

Regarding armor limb feature: I'm not really sure how to implement this one. Imagine chicken in the armor. How would it look? Exactly, I can't really picture it. However, armor for Alex and Steve will work just fine (don't try putting armor on custom models, it will look awful). This property will be implemented in future release or in future patch.

Commands

  • Create export-model command that will export in-game model as JSON model in config/blockbuster/exported
  • Create morph command that will morph player into given [model] and [skin] or demorph completely
  • Add [x], [y] and [z] arguments to /action record so you could record an action with ability to react to director block replays

I will try my best at implementing this command, however there are many difficulties to convert in-game model to perfect JSON model as it was created by a human.

There already few things that are either difficult or impossible. It's impossible to get the things like Slime's outer layer (because it's rendered outside of model's code), scale of limbs (Minecraft doesn't store scale in limbs, only translation and rotation), or game play properties like swinging, swiping, etc.

You'll have to make some adjustments in order to get desired model (i.e. scale a little bit some limbs, rename them, form child-parent relation between some of the limbs like tails, check game play properties).

Recording

  • Add morphing action
  • Add support for placing multiblocks

Suggested by @NlL5 โœŒ๏ธ

Multiplayer

  • Multiplayer support
    • Load server models and skins on client
    • Host's (i.e. LAN game leader) skins and models also will be sent to other players
    • Multiplayer morphing (via forge's Capability system)
    • Model sizes
    • Extract ActorsPack into separate class (IResourcePack doesn't work on server, duh!)
    • Dedicated server fix (thanks to Ernio)

What's also cool about this release is that it adds multiplayer support, so now your homies can see
actor skins and models.

Misc.

  • Rename "Actors Skin Pack" to "Actor Pack"
  • Rename noname.blockbuster to mchorse.blockbuster
  • Upgrade code base to 1.10.2

1.10.2 not actually morph problem

when i kill a mob, they die...but then a hollow NPC with their name pops up in their place. this, clearly, is not right.

[ and ] also do nothing.

Sync issues (1.4 dev)

In the dev, there are some synchronization issues.

Synchronization issues

  • Demorph after recording of actor doesn't reset the morph on server
  • Pesky camera reloads after /camera clear or /camera new
  • Player's camera profile getting out of sync

Rendering and actor issues (1.4 dev)

Following issues are found in commit 535df63.

  • Newly difference in model rendering with McME and blockbuster. I'll send you model and skin via mail.
  • When stopping a playback while an Actor is riding a horse/pig, the Actor won't be reset to it's start position. Thus, on the next playback the Actor will stay sitting on the horse/pig the whole playback [until he gets off]. But I guess this issue will be fixed with blockbuster 1.4.
    (And the sitting animation isn't completely right, but this should be fixed with 1.4 as well, I think.)
  • Track mount's position and rotation (added by @mchorse)
  • Sometimes Actors disappear, even if they're not leaving the screen: https://youtu.be/CAWDLUZu1Io
  • In Minecraft controls: What do you think about "Increase duration" as counterpart to "Reduce"? ๐Ÿ˜‰
  • If an Actor (that's attached to a director block) gets killed, he doesn't get detached automatically. So when starting the playback of the director block, the playback won't stop until you stop it manually.

Things I'm not sure about

  • Undocumented feature: Record [...] (difference in 25t). Should it be "difference is"?
    And every mark has "(x1)," in it, even for different Actors. (Well, the feature is undocumented, so I think I just don't know what this means :D)

High-level beauty stuff

  • /director play|stop will always say that the playback has started / stopped, even if it's already started / stopped. (Instead of something like "Director block at ( , , ) is currently running" or so.)

Patch 1.4.3

Another patch update. This patch is aimed at fixing few things and maybe some enhancements.

Commands

Few enhancements related to commands. It will be much easier if you know which actor you record, and it's pretty annoying that you had to force stop director block when recording using /action record.

  • Change the recording command message to To record $name, click here. (for understanding which actor to record)
  • When invoked /action record with director block coordinates and if director block is playing, then stop director block playback

Actors

Thanks to ReflectedMantis on Minecraft Forum, we fixed armor desynchronization bug, but not only. There was also problems with sneaking while wearing an armor, so that's fixed also.

  • Fix steve and alex armor desynchronization

Patch 1.4.8

I do know that I promised to work on 1.5 release next, but I decided to make a little detour. I'm currently going to work on some machinimas that will require A LOT of model editing. McME is quite outdated and it's not as fast to use as if it was integrated into the mod. That's why, I'm going to work on model editor.

In my opinion, it shouldn't take more than 3-5 days, as I gained lot of experience in Minecraft modding since creation of McME (it was end of August 2016, if I recall correctly), and when working with custom models, it's just a set of simple data, but it will mostly depend upon how much time I have IRL.

General

  • Extract strings to language file
  • And comment the code
  • And refactor the code afterwards (eh, it's good enough)

Actors

Footsteps have to be fixed, since some people are recording actor's footsteps and before they were pretty weird, and custom poses were introduced into the mod.

  • Fix footsteps
  • Applying poses

Commands

I don't know why I added it, but it might get in handy... maybe. So it doesn't really need to be featured in the video.

  • Added /model clear โ€“ it's a client-side command which is responsible for clearing the texture cache out of Blockbuster skins
  • Added /record add and /record remove to manipulate actions in a new format
  • Removed /record set

Camera

Camera should be lit af.

  • Add smooth camera
  • Add linear animation of FOV and roll when smooth camera is enabled
  • Add ability to set separate interpolation method for position and rotation for path fixture, for example /camera edit 0 cubic linear, where cubic for position and linear for rotation
  • Add relative values support for /camera duration

Model Editor

Model editor suppose to be much better and intuitive than McME. There are a lot of features to cover, but, in my opinion, they're easy to implement, however, it's a lot of code.

  • Limb editing
    • Adding a limb
    • Removing limbs
    • Meta data (name and parent)
    • Gameplay properties (looking,holding, idle, swiping and swiping)
    • Visual data (size, texture, anchor and mirror)
  • Pose editing
    • Adding new poses
    • Modifying limb transformations
    • Removing custom poses
  • General editing
    • Model's name
    • Model's scale
    • Model's texture size
  • Manipulating custom models
    • New model out of existing model (clone)
    • Edit existing model
    • Save edited custom model
  • Changing poses
  • Texture picker
  • Improved New modal
  • Improved Change parent modal
  • Gameplay property viewers
    • Idle property timer
    • Swipe button
    • Running toggle
    • Render items

Recording

Some few helpful recording features that adds more effects.

  • Add breaking block animation
  • Add item use (item_use) action
  • Break block action drops a block
  • Multiple actions per frame
  • Damage control (with configuration)

Invisible armor from "Extra Bit Manipulation".

When i install blockbuster and metamorph, chiseled armor from "Extra Bit Manipulation" mod becomes invisible. It influences both the player, and the actor.
2018-09-17_23 35 56

2018-09-17_23 29 43

P.S. Tell me if you need more info.

Blockbuster 1.5.2

  • Add more colored green screen blocks
  • Fix LayerHeldItem pose change
  • Make LayerCustomHead work same way as LayerHeldItem
  • Allow using trespassing materials if material wasn't found (i.e. allowing textures from skins folder to be used)
  • Fix crash in player recording editor when dragging the action, if you click on other slot, it will cause NPE (reported by Chunk7)
  • Optimize ModelExtrudedLayer by checking how many cells were generated, and avoid creating a display list if there are no cells within the chunk.
  • Rewrite playback action system to allow other mods adding new actions
  • Fix pose system broken in 1.5.1
  • Add button into director block GUI to rewrite player data in player recording
  • Fix Fake Player not getting synced when duplicating
  • Add sprinting, fall_distance, active_hands and sneaking to /record clean
  • Don't record players beating in sleep
  • Don't reset action list in player recording editor
  • Switch from identifiers to localized titles in player recording editor

Features 1.1

While working on the mod and testing its features, I was disappointed by the amount of flying around has to be done with name tag mechanism that I created, so, I came up with the list of features that would enhance the experience of working with this mod.

There's a list of features that are planned for 1.1:

General

  • Update to minecraft 1.9.4 (thanks to Lightwave from Minecraft Forge forum)
  • No NAME TAGS!

GUIs

  • HUD overlay for recording indicating that the player recording is performed (with the name of file)
  • Better GUIs (easier management of actors and cameras)

Commands

  • Reduce amount of console messages

Camera

  • Better camera model

I'm open to any suggestions.

Patch 1.4.9

Patch 1.4.9 is a patch that mainly aims at providing integration with Aperture mod. This means that all camera code (for exception of new integration code) is removed.

For exception of camera features, there are also some little tweaks made to other components of the mod. Mostly tweaks that fix some annoying stuff. Oh, and also OBJ support.

General

  • Added sound events recording
  • Ported to 1.12
  • Switch version to Metamorph 1.1.4
  • Toggle button teleport teleports you back to the place you teleported to button (thanks to badr)
  • More sophisticated to director block teleport (searches for a free block pos and aligns toward director block)

Actors

  • When actors spawn, align body with head
  • Add .obj model support
  • Remove entity shadows for invisible actors
  • Added support for sitting on 3rd-party mods that provide sittable chairs (custom model based morphs only, unfortunately)
  • Add actor freeze checkbox #34
  • setDead() actors who were attached to director block and were ghost

Cameras

Aperture integration will make setting up cameras much easier, and not only that. With help of Aperture's camera editor, players would be able to

  • Aperture integration
    • Activate director block when camera editor is opened while holding a playback button
    • Adopt GuiPlayback to Aperture
    • Allow longest reply in director block to override maximum length of playback scrub
    • Config options for Blockbuster.
  • Allow Blockbuster to scrub event during camera run

Commands

  • Removed spawn action from /director command

GUI

  • Add confirmation modal to the director block GUI
  • Add label for morphs in director block GUI's morph picker (thanks to Minebox)
  • Add the support for OBJ model parts in model editor
  • Add GUI elements to modify origin and providesObj in model editor

Recording

  • Add record command to the history (thanks to Tom Soel)
  • Add block placing sounds to place_block action
  • Fixed attack action on the server
  • Make actors make weak hit sound when swiping (should be configurable)

Patch 1.4.4

Another patch for Blockbuster mod. This patch fixes bugs which were suggested by users.

Actors

There are few actor bugs that have been discovered by mod users.

  • Apply fall damage on actors (reported by AlpesH312)
  • Make actors trigger pressure plates (reported by Tilairgan, long time ago)
  • Fix (for 1.11 version) holding hand status (reported by Juan Lopez on YT)

Patch 1.2.1

Quick patch with small enhancements that making of machinimas even easier. Fixes and enhancements:

Commands

  • /entitydata skin client synchronization
  • /action stop recording
  • Time formatting for argument <duration>
  • Add feedback messages to /director command
  • Edit path fixture points with /camera edit command

Items

  • Registering item reverse behavior, tie registering item to director block and register all of the actors to the block at once (avoiding many runs or getting lots of registering items)
  • Make playback button toggle playing instead of playing only the director block
  • Make playback button teleport on director block when sneaking

Camera

  • Better keyboard camera control
  • Better camera profile rendering (colors for camera fixtures and labels)
  • Smoother look and follow fixtures

GUIs

  • Test and fix director blocks GUIs
  • Make scroll-bar in director block GUIs draggable
  • Improved skin selector โ€“ better skin selector
  • Camera profile selector โ€“ the same thing as point above, but only in playback GUI

Half of these were suggested by NlL5 ๐Ÿ˜„

Bug

if you are in survival, zombie emits a burning sound, but doesnt butn itseld (doesnt deal damage). Also i cant open the menu using N so i cant make some mobs favorite. ALso also make so you can remove existing mobs and also search

Features 1.4

This patch is mainly focused on making player recording way smoother and compatible with Minema. This has lots of benefits (syncing with Minema):

  1. The output video from Minema will be much smoother (with screen recording software, it will be as smooth only if you have a very very very powerful computer), even if you use shaders or high quality settings (but recording speed will be decreased)
  2. This way can be automated (using event listening)
  3. Doesn't requires screen recording software (which may cost money, especially on Mac)

General

  • Implement Forge configuration system
  • Configuration for sending models and skins on player's log in?
  • Fix issue #14
  • Fix issue #15
  • Fix issue #16
  • Fix issue #17
  • Clean up the code
  • Refactor lang file (error, info, etc.)
  • Update README.md to the next level
  • Categorize config entries and don't forget to add keys to language
  • Don't forget about LICENSE

Configuration is the one thing is lacking in current version of Blockbuster. Configuration over values will be very handy in some situations.

And it is very important to clean up the code, because I start to getting confused what is called where, "why this isn't there?" and so on.

Actor

  • Convert actor's skin to ResourceLocation
  • Add actor's spawn egg to Blockbuster's creative tabs
  • Fix head overlays...
  • Add riding pose

This might improve performance a little bit, since RenderActor and RenderPlayer create ResourceLocation every time the texture is being requested.

Player recording

  • Switch from separate thread recording and playback to player tick recording and entity tick playback (I'm not really sure how it will affect the performance)
  • Record actions on the server and position and other stuff on the client
  • Finish up with recording code
    • Track client records
    • When actor get out of sight and comes back, reload record player
    • Implement automatic record unloading
    • Implement renderYawOffset animation (body moves)
  • Configuration for setting up delay between frames (i.e. 1 = 20 FPS, 2 = 10 FPS, 3 = ~7 FPS, etc.)

Implementing this will result into better recording and playback, which will make machinimas even better! Therefore it will also eliminate some of the ugly workarounds found in the code.

New recording scheme

The problem with EchebKeso's recording code, is that after 1.7.10 (or whatever latest version for it is), the recording code lost its precision after 1.8. New recording scheme suppose to work similar to Keygrip's scheme (if I understood it right from AntVenom's video).

So, actions still getting recorded on the server side, while the position, rotation, and other stuff should be moved to the client side. This is a basic scheme what should happen when recording is about to start:

  1. Server started recording, notify the client that recording has started and client should start recording position and stuff. It needs to notify the client, only in case if the code that triggered recording happened only on server side (as command handling)
  2. When server stopped recording, request recorded data from the client, client will stop recording and will send the data to the server
  3. When server gets the data from client, it should sync it with recorded actions and save all recorded data in record file

That's basic scheme for recording, here's for playing:

  1. When server is about to start playing, it sends the frames data to the client and starts playing
  2. When server is about to stop playing, it doesn't need to notify the client, since the player removes itself from the actor

All that client-to-server stuff is really hard to do. There's also a problem with recording the actions and synchronizing them to ticks.

About tracking

There's another problem related to the new scheme. It's the record tracking. What I need to do is to track every record I have on the server and sync it with the client. Once there's new or updated record, when actor starts playing server should inform the client that actor has started playing and also send it updated or new record (in case if it's needed).

Camera

  • Add fov position support
  • Add roll angle support
  • cubic interpolation support for path fixture (too lazy, next time)
  • Switch to frame-based running
  • Switch duration to ticks units (no seconds and stuff)
  • Switch to JSON format (since the format will be broken anyway)
  • Don't load camera profile unless it changed
  • Load camera profile from previous session
  • Duration step configuration

Those new camera features will allow more dynamic camera control with ability to create more fascinating camera moves. Switching to frame based running increases precision of camera moves while running recording with Minema mod. To synchronize cameras with actors, you use undocumented feature and to get duration of the camera fixture you basically apply this formula:

actor_ticks / 20 * frame_rate

For example, if in video settings, you setup limiting frame rate to 30 FPS. Then your formula will be:

actor_ticks / 20 * 30

If I recall correctly, fov and roll were suggested by @NlL5 ๐Ÿ“น

Commands

  • Create model command that will be responsible for managing models
    • Sub-command export for exporting in-game models
    • Sub-command request for requesting server models
  • Add sub-command /camera fov for controlling camera's FOV
  • Add sub-command /camera roll for controlling camera's roll
  • Refactor action command to SubCommandBase
  • Improve command interaction (add more colors)
  • Too much colors isn't pleasant remake messages into similar format:
[x] Error: shit happened {7}grey{r}!
[i] Excuse me sir, I want to inform you about {7}something{r}...
[v] {7}This{r} was a success!

This is basic implementation of multiplayer model and skins sharing. Patch #13 should upgrade this command to the GUI level with server uploading and stuff. Also some basic commands for fov and roll camera control.

"Can be killed" field resets after reload

The 'Can be killed' fiels resets after unloading and loading the game again. Steps to reproduce:

  1. Change Can be killed to No with the Actor configuration device. (The Invulnerable tag of the Actor will change to 1.)
  2. Save and exit the world.
  3. Load the world again. (The Invulnerable tag is still 1!)
  4. Rightclick the Actor with the Actor configuration device. The GUI will display Yes.

Posing Issue

Hello, I'm not sure what keeps happening, but whenever I go to edit one of the player recordings I've created, the morph effect & poses don't save. This is in the latest updated version of the mod.

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