mchorse / blockbuster Goto Github PK
View Code? Open in Web Editor NEWThe Machinima Studio mod
License: GNU General Public License v3.0
The Machinima Studio mod
License: GNU General Public License v3.0
Add support for Mo'bends if possible. if not, i should report this to Mo'Bends.
/spectate <player> <entity>
commandLayerElytra
work with bodyversion.json
/model export_obj
commandmap_Kd_path
to specify default resource location for MTL materiallighting
propertymclib
to dependency listinvert
wheel/model convert
works with HD skins of multiple of 64null
ing doesn't workmounted
property to /record clean
When Morphing as a Zombie/skelton/undead mob you hear Burning sound but you don't burn or take damage.
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
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:
play-director
and stop-director
commands into director
commandrecord
and play
commands into action
commandBy the way, I'm open to suggestions.
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. :(
in 1.10 the husk morph burns during the day even though they are a sub type of zombie that does not burn
This patch is aimed at providing compatibility between Metamorph and Blockbuster mods.
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.
steve
) to actors on spawnfred
model as one of the models which is provided by default (fred
is basically alex
, but with 4px arms)10
to 40
ticks)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>
.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! ๐
cubic
interpolation for path
fixtureThis 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.
morph
action to Metamorphmorph_action
action to Blockbuster (for recording morph action)/morph
command and morphing capabilityThere 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.
COMMAND
actionATTACK
action's direction vectorThis shit needs to be fixed, because it will improve overall UX (thanks to beta testers ๐).
I tried to access the creative menu to change into a block or anything and when I hit b it crashed my client I even went to re-key it to numkey 0 and when I clicked that it still crashed
https://pastebin.com/bYPbrqAE
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.
ServerHandlerRequestLength
, ServerHandlerModifyModelBlock
and about everywhere where getTileEntity is used (thanks to Paul Fulham)sendStatusMessage
in several placesIn 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).
ModelExporter
class)GuiPlayback
to use a proper ScrollArea
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).
_TroloTroll_
)_TroloTroll_
)lighting
and shading
limb propertiesskins
folder property which allows referencing skins from another folder (suggested by Andruxioid)slot
limb property which allows rendering armor parts on top of limbs
is3D
limb property which allows making limbs act like MPM's outer layersmap_Kd_linear
instruction)
/skins/
g
groups (for C4D users) (suggested by Andruxioid)ModelCustom
__
prefixblockbuster.actors
actors pack/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)
[x]
, [y]
and [z]
accept relative values/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)/record dupe <filename> <new_filename>
(credit to Agirres)[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)/record tp <filename> [tick]
command which allows tping to the frame in given player recording at given tick (credit to Olrik&Flynn)/record clean <filename> <property> [from] [to]
command which cleaning given property frame information from player recording (credit to Olrik&Flynn)
[value]
before [from]
, it should also be able to accept relative values/model export
command/model reload [force]
command also reload models on the client side and [force]
flagItemStack
comparisonHello,
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
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).
Generally, here are some code cleaning up points. Old and hacky code should cleaned up, and finally there are also few simple enhancements.
1.3
update (sorry NlL5 ๐)mcmod.info
null
GuiTrackpad
referencing Aperture's Area
classFreeze actors was a such failure feature, since it's so hard to handle them in the code (saving noclip
, rotation and other stuff).
Mainly /model
related commands.
blockbuster.actors
texturesModel block is going to be a T H I C C feature. ๐ ๐
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
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
-- 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)
Im using egg spawner, and how to delete actor after spawning actor?
any "despawn egg" tools or commands?
Where I can start to do? It's difficult for me to find a string file or I just be too lazy lol.
It looks like when it is file checking, it is checking for the file name to lowercase. See this log:
http://paste.ubuntu.com/25120629/
All of the errors occur on files with uppercase letters in their names.
I don't want to lowercase all my filenames either(there are a lot), plus I prefer to see the skins' usernames on the morph screen as they actually are.
Blockbuster 1.4.8-1.11.2 on Forge 13.20.1.2414
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?
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
As the title says, actors cannot open chests. Can you fix it ?
Bats And Creepers Cant Use Armor Duh (Just Make The Armor Useless)
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)
I tested these bugs in 1.3 and then retested them in the latest dev commit to check if they're still existing.
alex
and steve
arms idlingBugs 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.
Everytime when I try to use a wepon by recoring a actor it chrashes.
Crash-Log: https://pastebin.com/1dzD5e9H
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.
So I added my skins to my server file for blockbuster now it won't show up for others why?
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! โจ
ClientHandlerActorPause
(reported by KazerLight)ResourceLocation
to TextureLocation
in 1.11.2+ branches (reported by AzureZhen)blockbuster.gui.record_editor.actions.equip.leggings
invert
property use Z axis instead of Y for yaw when looking
is enablednull
director block and model block if they aren't accessible in the worldholding
changeBlockbuster'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.
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.
blockbuster/config
folder structure to suit custom modelslooking
โ limb looks in direction where player looksholding
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 motionidle
โ limb swings subtle when entity is standingswiping
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
propertiesInvisible
propertyRegarding 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.
export-model
command that will export in-game model as JSON model in config/blockbuster/exported
morph
command that will morph player into given [model]
and [skin]
or demorph completely[x]
, [y]
and [z]
arguments to /action record
so you could record an action with ability to react to director block replaysI 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).
morphing
actionSuggested by @NlL5 โ๏ธ
What's also cool about this release is that it adds multiplayer support, so now your homies can see
actor skins and models.
noname.blockbuster
to mchorse.blockbuster
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.
In the dev, there are some synchronization issues.
/camera clear
or /camera new
Following issues are found in commit 535df63.
Record [...] (difference in 25t)
. Should it be "difference is"?/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.)I found using ./gradlew build cant really pass that buildLangFiles
unless I created a new blank lang files in assest dir. So is creating new blank lang files must needed? or is it just a bug of premission?
Another patch update. This patch is aimed at fixing few things and maybe some enhancements.
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
.
To record $name, click here.
(for understanding which actor to record)/action record
with director block coordinates and if director block is playing, then stop director block playbackThanks 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.
steve
and alex
armor desynchronizationI 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.
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.
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.
/model clear
โ it's a client-side command which is responsible for clearing the texture cache out of Blockbuster skins/record add
and /record remove
to manipulate actions in a new format/record set
Camera should be lit af.
/camera edit 0 cubic linear
, where cubic
for position and linear
for rotation/camera duration
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.
name
and parent
)looking
,holding
, idle
, swiping
and swiping
)size
, texture
, anchor
and mirror
)New
modalChange parent
modalSome few helpful recording features that adds more effects.
item_use
) actionLayerHeldItem
pose changeLayerCustomHead
work same way as LayerHeldItem
skins
folder to be used)ModelExtrudedLayer
by checking how many cells were generated, and avoid creating a display list if there are no cells within the chunk.1.5.1
Fake Player
not getting synced when duplicatingsprinting
, fall_distance
, active_hands
and sneaking
to /record clean
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:
I'm open to any suggestions.
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.
.obj
model supportfreeze
checkbox #34setDead()
actors who were attached to director block and were ghostAperture integration will make setting up cameras much easier, and not only that. With help of Aperture's camera editor, players would be able to
GuiPlayback
to Aperturespawn
action from /director
commandorigin
and providesObj
in model editorplace_block
actionMy mocaps are using 5 block reach
Another patch for Blockbuster mod. This patch fixes bugs which were suggested by users.
There are few actor bugs that have been discovered by mod users.
Quick patch with small enhancements that making of machinimas even easier. Fixes and enhancements:
/entitydata
skin client synchronization/action stop
recording<duration>
/director
command/camera edit
commandHalf of these were suggested by NlL5 ๐
When entering the nether as any morph, you get teleported a few thousand blocks away from the original portal location, many times resulting in yourself dying from suffocation or similar.
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
This patch is mainly focused on making player recording way smoother and compatible with Minema. This has lots of benefits (syncing with Minema):
lang
file (error
, info
, etc.)README.md
to the next levelLICENSE
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.
skin
to ResourceLocation
riding
poseThis might improve performance a little bit, since RenderActor
and RenderPlayer
create ResourceLocation
every time the texture is being requested.
renderYawOffset
animation (body moves)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.
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:
That's basic scheme for recording, here's for playing:
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.
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).
fov
position supportroll
angle supportcubic
interpolation support for path fixtureduration
to ticks units (no seconds and stuff)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 ๐น
model
command that will be responsible for managing models
export
for exporting in-game modelsrequest
for requesting server models/camera fov
for controlling camera's FOV/camera roll
for controlling camera's rollaction
command to SubCommandBase
colors
)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.
The 'Can be killed' fiels resets after unloading and loading the game again. Steps to reproduce:
For an upcoming project i require that I have two limbs both using unique models and both attached to the same actor, is there something I can do about that of will it require a new updated version?
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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A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.