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- [2/6/16, 1:15:50 PM] Redstone Scientist: Hey what time zone are u in? Are you available to call any time today? I like to talk to you about something in your upcoming armor stand animation program. It's extremely important for Jragon014 and I to finish our map
- [2/6/16, 1:56:45 PM] MrGarretto: I'm in the US east timezone but I'll be leaving soon so if you could type it here, I could answer it as best as I can from my phone while im gone
- [2/6/16, 1:57:00 PM] Redstone Scientist: Ok. I'll have to do that later
- [2/6/16, 6:53:02 PM] Redstone Scientist: Basically I want to know if your program will help with these animations for our map.
- Using a method invented by Onnowhere, we are having many NPCs in our map. His method involves using 7 block models, on 7 different armor stands head slots, all in the same coordinate. Each model is a different part of the body or bending state. When all 7 armor stands are in the same block space, it looks like a full NPC.
- In order to pose the character, we need to individually pose each of the 7 armor stands' heads to our desired position.
- Will your program help with creating these animations? Because our map relies HEAVILY on it and I'd love to cut the work down :P
- [2/6/16, 7:18:02 PM] Redstone Scientist: Is it pose 1 pose 2 and generate in between?
- [2/6/16, 9:48:59 PM] MrGarretto: So you're asking if it will generate the positions between each keyframe? It has a "tweening" setting which you can increase to smooth out the animation by generating more positions in between
- [2/6/16, 9:50:39 PM] Redstone Scientist: Yes. Great!
- [2/7/16, 10:46:40 AM] MrGarretto: i forgot to mention though, that I can't guarantee whether it will be able to display custom models & resource packs in the tool though
- [2/7/16, 10:46:52 AM] MrGarretto: I think I may know a way to do it, but I haven't actually set that up yet
- [2/7/16, 12:12:17 PM] Redstone Scientist: Yes plz
- I really hope you can get that working
- [2/13/16, 1:47:02 AM] Redstone Scientist: When do you think the animator will be ready with custom textures? Sorry to bug you
- [2/13/16, 1:47:30 AM] Redstone Scientist: Jragon and I are just getting nervous about our map :P
- [2/13/16, 10:23:54 AM] MrGarretto: the animations should be done in around a week and the custom model loading may take up to another week after that
- [2/13/16, 2:49:24 PM] Redstone Scientist: ok great! Thanks
- [2/23/16, 4:15:31 PM] Redstone Scientist: Can you try and do a test with your program with this? http://www.mediafire.com/download/ma4c4ks98eofckb/Custom+Player+Pack+2.zip
- [2/23/16, 4:15:55 PM] Redstone Scientist: You can summon all of them like this:
- [2/23/16, 4:15:58 PM] Redstone Scientist: /summon ArmorStand ~ ~1 ~ {NoGravity:1b,Silent:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,Invulnerable:1b,DisabledSlots:31,Passengers:[{id:ArmorStand,NoGravity:1b,Silent:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,Invulnerable:1b,DisabledSlots:31,Pose:{Head:[180.0f,0.0f,0.0f],RightArm:[-15.0f,-2.0f]},ArmorItems:[{},{},{},{id:diamond_hoe,Count:1,Damage:1544,tag:{Unbreakable:1}}],Tags:["Jesse","RightArm"]},{id:ArmorStand,NoGravity:1b,Silent:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,Invulnerable:1b,DisabledSlots:31,Pose:{Head:[180.0f,0.0f,0.0f],LeftArm:[-15.0f,2.0f]},ArmorItems:[{},{},{},{id:diamond_hoe,Count:1,Damage:1545,tag:{Unbreakable:1}}],Tags:["Jesse","LeftArm"]},{id:ArmorStand,NoGravity:1b,Small:11b,Silent:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,Invulnerable:1b,DisabledSlots:31,Pose:{Head:[180.0f,0.0f,0.0f]},ArmorItems:[{},{},{},{id:diamond_hoe,Count:1,Damage:1542,tag:{Unbreakable:1}}],Tags:["Jesse","RightLeg"]},{id:ArmorStand,NoGravity:1b,Small:1b,Silent:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,Invulnerable:1b,DisabledSlots:31,Pose:{Head:[180.0f,0.0f,0.0f]},ArmorItems:[{},{},{},{id:diamond_hoe,Count:1,Damage:1543,tag:{Unbreakable:1}}],Tags:["Jesse","LeftLeg"]},{id:ArmorStand,NoGravity:1b,Marker:1b,Silent:1b,Invisible:1b,NoBasePlate:1b,Invulnerable:1b,DisabledSlots:31,ArmorItems:[{},{},{},{id:diamond_hoe,Count:1,Damage:1546,tag:{Unbreakable:1}}],Tags:["Jesse","Head"],CustomName:Jesse,CustomNameVisible:0b},{id:ArmorStand,NoGravity:1b,Marker:1b,Silent:1b,Invisible:1b,NoBasePlate:1b,Invulnerable:1b,DisabledSlots:31,ArmorItems:[{},{},{},{id:diamond_hoe,Count:1,Damage:1559,tag:{Unbreakable:1}}],Tags:["Jesse","Mouth"]}],Pose:{Head:[180.0f,0.0f,0.0f]},ArmorItems:[{},{},{},{id:diamond_hoe,Count:1,Damage:1547,tag:{Unbreakable:1}}],Tags:["Jesse","Body"]}
- [2/23/16, 11:28:28 PM] MrGarretto: well, it loaded everything except the uv mapping preview was off; i'll look closely at the program tomorrow and try to figure out why
- [2/23/16, 11:28:32 PM] MrGarretto: Image
- [2/24/16, 8:58:51 PM] MrGarretto: Image
- [2/24/16, 8:59:01 PM] Redstone Scientist: Sweet!
- [2/24/16, 9:51:38 PM] Redstone Scientist: PS There's an error when using the google saving on the command combiner. It only works the first time. You can't save it again
- [2/24/16, 9:52:09 PM] MrGarretto: hmm.. I'll check that out in a minute
- [2/24/16, 10:57:46 PM] MrGarretto: The saving problem should be fixed now :)
- [2/24/16, 10:57:52 PM] Redstone Scientist: Great Thanks! :D
- [2/24/16, 10:58:00 PM] Redstone Scientist: Can't try it now but I will later
- [2/24/16, 11:14:31 PM] Redstone Scientist: Also suggestion: Let the combiner recognize skipped lines and not count them as commands. Right now if I skip every other line it puts in "undefined" commands
- [2/24/16, 11:15:33 PM] Redstone Scientist: Nvm
- [2/24/16, 11:15:34 PM] Redstone Scientist: It does
- [2/24/16, 11:15:37 PM] Redstone Scientist: It was my mistake
- [2/24/16, 11:15:43 PM] MrGarretto: Oh, ok
- [2/24/16, 11:15:44 PM] Redstone Scientist: I was reading it from the conditional blank ones
- [2/24/16, 11:15:49 PM] Redstone Scientist: I thought they were there for a different reason
- [2/24/16, 11:16:02 PM] Redstone Scientist: You know how it makes blank commands to accommodate conditional blocks?
- [2/24/16, 11:16:04 PM] Redstone Scientist: That
- [2/24/16, 11:16:15 PM] MrGarretto: they have the word undefined in them?
- [2/24/16, 11:16:32 PM] Redstone Scientist: It says instead of {Command:} It says {undefinedCommand:}
- [2/24/16, 11:16:42 PM] Redstone Scientist: It takes up characters actually
- [2/24/16, 11:19:57 PM] MrGarretto: Could you send me your exact input through pastebin and I can try to see what is causing it? I just tried to reproduce it and I couldn't get it to happen
- [2/24/16, 11:22:00 PM] Redstone Scientist: http://pastebin.com/grBYtUGM
- [2/24/16, 11:23:29 PM] Redstone Scientist: Also, when the combiner generates more than 1 command, remember that you don't need to set the command block output game rule more than once
- [2/24/16, 11:27:40 PM] Redstone Scientist: Sorry for all the suggestions and bugs. But also, when the character limit is exceeded into multiple commands, the 2nd command and onwards should execute off an armor stand.
- [2/24/16, 11:27:46 PM] Redstone Scientist: I thought it did but it doesn't seem to be working
- [2/24/16, 11:49:02 PM] MrGarretto: I can't figure out exactly what is causing the undefinedCommand bug, but it is something involving the size (if you set the box length to 20, it will be fine). I'll try looking into these bugs more tomorrow. Thanks for telling me about them ;)
- [2/24/16, 11:49:14 PM] Redstone Scientist: Sure. Thank you!
- [2/24/16, 11:49:32 PM] Redstone Scientist: Last thing sorry, do the tags like @TAG-1 work in the sign commands?
- [2/24/16, 11:50:27 PM] MrGarretto: probably not... I'm not sure, but I think that I programmed the signs separately from the regular command blocks
- [2/24/16, 11:50:39 PM] MrGarretto: I could also add that feature tomorrow, though
- [2/25/16, 12:09:14 AM] Redstone Scientist: Also @prev doesn't work
- [2/25/16, 12:09:17 AM] Redstone Scientist: :P
- [2/25/16, 11:54:08 PM] MrGarretto: I think I have fixed the error with the whole undefinedCommand thing... It appears that before, it only checked if links were broken between 2 conditional command blocks, when it should have been checking if the conditional command block was disconnected from the previous one, ignoring the conditional state of the previous one.
- [2/25/16, 11:54:29 PM] MrGarretto: Image
- [2/26/16, 6:54:37 AM] Redstone Scientist: Great! :D nice find!
- [3/6/16, 11:41:50 PM] Redstone Scientist: I'm loving your program! Could you possibly add a feature where I can import armor stands with a command from Minecraft? Like the one I sent you earlier?
- [3/6/16, 11:42:49 PM] Redstone Scientist: And also in order for the resource pack I sent you to work, I need to be able to get custom damage values of the diamond hoe. How can I do that?
- [3/6/16, 11:43:03 PM] MrGarretto: diamond_hoe:(damage value)
- [3/6/16, 11:43:09 PM] Redstone Scientist: It turns it red
- [3/6/16, 11:43:14 PM] Redstone Scientist: Does it have to be in parenthesis?
- [3/6/16, 11:43:18 PM] MrGarretto: no
- [3/6/16, 11:43:39 PM] Redstone Scientist: Yeah it won't let me do that
- [3/6/16, 11:43:48 PM] MrGarretto: Image
- [3/6/16, 11:43:50 PM] Redstone Scientist: Will it load the texture if its only on a certain damage value and unbreakable?
- [3/6/16, 11:44:13 PM] MrGarretto: yeah
- [3/6/16, 11:44:30 PM] Redstone Scientist: Ok. I think it glitches when the object has already been created and you try to change the id
- [3/6/16, 11:44:50 PM] Redstone Scientist: thanks so much! And that command I sent you, did you import it by hand or is there a feature to do that?
- [3/6/16, 11:45:20 PM] MrGarretto: i just looked at the damage values and added all of them, then used the axis sliders to move them into the positions that looked right
- [3/6/16, 11:45:29 PM] Redstone Scientist: ok great! :D
- [3/6/16, 11:45:32 PM] Redstone Scientist: Thanks so much again!
- [3/6/16, 11:46:09 PM] MrGarretto: np - and idk if I will be able to add that thing you said where it would import from a minecraft command...
- [3/6/16, 11:46:15 PM] MrGarretto: I could give it a try tomorrow though
- [3/6/16, 11:47:43 PM] Redstone Scientist: I can't get the unbreakable tag NBT to work
- [3/6/16, 11:51:48 PM] Redstone Scientist: Hmm... nope. Can't get the tag to work
- [3/6/16, 11:53:02 PM] Redstone Scientist: Hmmm... ok it's a glitch. I have to duplicate it to get the texture to show
- [3/6/16, 11:55:26 PM] MrGarretto: looking through that part of the code right now
- [3/6/16, 11:56:56 PM] MrGarretto: try reloading the page and doing it now
- [3/6/16, 11:57:00 PM] MrGarretto: there was a typo :P
- [3/6/16, 11:57:08 PM] Redstone Scientist: One last thing sorry: When I type 1536 i'm getting the texture for 1537
- [3/6/16, 11:57:34 PM] Redstone Scientist: That first problem is fixed :D
- [3/6/16, 11:57:59 PM] Redstone Scientist: Although now the texture appears even if it ISN'T unbreakable
- [3/6/16, 11:59:20 PM] MrGarretto: I think the "When I type 1536 i'm getting the texture for 1537" bug should be fixed now?
- [3/7/16, 12:00:11 AM] Redstone Scientist: YUP :D
- [3/7/16, 12:00:13 AM] Redstone Scientist: Thanks
- [3/7/16, 12:00:33 AM] MrGarretto: and for the unbreakable thing, can you explain to me what it's all about?
- [3/7/16, 12:00:49 AM] Redstone Scientist: So I put: {tag:{Unbreakable:1}} in the NBT
- [3/7/16, 12:00:53 AM] Redstone Scientist: And i get the same texture
- [3/7/16, 12:01:02 AM] MrGarretto: what nbt?
- [3/7/16, 12:01:09 AM] Redstone Scientist: You can model tools so they have different textures depending on if they are unbreakable or not
- [3/7/16, 12:01:18 AM] Redstone Scientist: When you click manipulate
- [3/7/16, 12:01:41 AM] MrGarretto: that's the nbt for the actual armorstand
- [3/7/16, 12:01:51 AM] Redstone Scientist: ooooooohh. Well then this won't work
- [3/7/16, 12:01:59 AM] Redstone Scientist: Cause the items have to have the unbreakable tag for those textures to show up
- [3/7/16, 12:02:12 AM] MrGarretto: i think it will automatically add it
- [3/7/16, 12:02:28 AM] Redstone Scientist: Huh? Well what if I don't want it some time?
- [3/7/16, 12:02:43 AM] MrGarretto: that's why I'm going to add another textbox to the manipulate thing :P
- [3/7/16, 12:02:47 AM] Redstone Scientist: oh
- [3/7/16, 12:02:48 AM] Redstone Scientist: haha
- [3/7/16, 12:02:54 AM] Redstone Scientist: thanks for the help man! Really love it!
- [3/7/16, 12:03:34 AM] Redstone Scientist: This message has been removed.
- [3/7/16, 12:06:15 AM] Redstone Scientist: Feature suggestion: Ability to select multiple objects to move and rotate them at once
- [3/7/16, 12:06:38 AM] MrGarretto: I was actually working on that earlier today ;)
- [3/7/16, 12:06:54 AM] MrGarretto: I got the the point where you can select multiple objects by holding control
- [3/7/16, 12:07:03 AM] MrGarretto: but haven't worked on it any more since then
- [3/7/16, 12:07:23 AM] Redstone Scientist: Also an undo feature :P
- [3/7/16, 12:07:44 AM] MrGarretto: maybe
- [3/7/16, 12:09:42 AM] Redstone Scientist: Also could you please share with me that project (if you still have it) of the thing I sent you
- [3/7/16, 12:10:13 AM] MrGarretto: when you sent me that, the project saving feature was not implemented yet :( sorry!
- [3/7/16, 12:10:27 AM] Redstone Scientist: That's okay :)
- [3/7/16, 12:11:01 AM] Redstone Scientist: Btw I assume large is always armor stand head slot?
- [3/7/16, 12:11:28 AM] MrGarretto: large is a regular sized armorstand with the head slot
- [3/7/16, 12:11:34 AM] MrGarretto: medium is a small armorstand in the head slot
- [3/7/16, 12:11:46 AM] MrGarretto: and small is a baby villager
- [3/7/16, 12:13:44 AM] Redstone Scientist: Also the model offsets from the resource pack don't seem to be taking effect.
- [3/7/16, 12:14:06 AM] Redstone Scientist: So when I import each body part they are all on top of each other but the model file should make it so they are all properly in place
- [3/7/16, 12:16:32 AM] MrGarretto: well, the manipulation for item nbt is added
- [3/7/16, 12:16:38 AM] Redstone Scientist: Yay!
- [3/7/16, 12:16:44 AM] Redstone Scientist: That was fast
- [3/7/16, 12:16:50 AM] MrGarretto: but it won't update whether or not it previews the model in the tool
- [3/7/16, 12:17:01 AM] MrGarretto: it will always show it for now
- [3/7/16, 12:26:24 AM] MrGarretto: On 3/7/16, at 12:13 AM, Redstone Scientist wrote:
- > Also the model offsets from the resource pack don't seem to be taking effect.
- i'll have to look at that tomorrow... im going to bed now - adios!
- [3/7/16, 12:41:31 PM] Redstone Scientist: I can't seem to add skulls
- [3/7/16, 12:46:21 PM] Redstone Scientist: Sorry for all the messages but I'm very excited about this :P I think you should be able to drag keyframes as well to adjust the timing between them
- [3/7/16, 12:46:27 PM] Redstone Scientist: Rather than having to delete and replace them
- [3/7/16, 12:52:02 PM] Redstone Scientist: Also shouldn't this: https://gyazo.com/193c72bc3aa7ae077fbd4cbd3179971e update the NBT of the spawn egg given initially?
- [3/7/16, 12:54:10 PM] Redstone Scientist: This project is not doing the right thing for me. Can you take a look when you get a chance? Thanks.
- [3/7/16, 12:54:11 PM] Redstone Scientist: {"objects":[{"userData":{"name":"Object 3","selected":false,"rawid":"gold_block","blockid":"id:gold_block","size":"large","customname":"e0a39","isItem":false,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"8CAA0E16-F9BF-473A-A294-33FC43EB6018"},{"userData":{"name":"Object 2","selected":false,"rawid":"gold_block","blockid":"id:gold_block","size":"large","customname":"V6rnO","isItem":false,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"499CA32E-5456-419A-8A68-834858573484"},{"userData":{"name":"Object 3","selected":false,"rawid":"diamond_ore","blockid":"id:diamond_ore","size":"small","customname":"Edctw","isItem":false,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"AB403EDE-E064-43C6-B8F0-8F4263ECE427"}],"keyframes":[{"ontick":0,"objects":[{"customname":"e0a39","position":{"x":0,"y":0.3125,"z":0},"rotation":{"x":0,"y":0,"z":0},"size":0.625,"uuid":"8CAA0E16-F9BF-473A-A294-33FC43EB6018","visible":true},{"customname":"V6rnO","position":{"x":0,"y":0.3125,"z":0},"rotation":{"x":0,"y":0,"z":0},"size":0.625,"uuid":"499CA32E-5456-419A-8A68-834858573484","visible":true},{"customname":"Edctw","position":{"x":-0.11,"y":0.50313,"z":0.11},"rotation":{"x":0,"y":0,"z":0},"size":0.28125,"uuid":"AB403EDE-E064-43C6-B8F0-8F4263ECE427","visible":true}]},{"ontick":19,"objects":[{"customname":"e0a39","position":{"x":0,"y":0.3125,"z":0},"rotation":{"x":0,"y":0,"z":0},"size":0.625,"uuid":"8CAA0E16-F9BF-473A-A294-33FC43EB6018","visible":true},{"customname":"V6rnO","position":{"x":0,"y":0.3125,"z":0},"rotation":{"x":0,"y":0,"z":0},"size":0.625,"uuid":"499CA32E-5456-419A-8A68-834858573484","visible":true},{"customname":"Edctw","position":{"x":-0.11,"y":0.50313,"z":0.11},"rotation":{"x":0,"y":0.7853981633974483,"z":0},"size":0.28125,"uuid":"AB403EDE-E064-43C6-B8F0-8F4263ECE427","visible":true}]},{"ontick":39,"objects":[{"customname":"e0a39","position":{"x":0,"y":0.3125,"z":0},"rotation":{"x":0,"y":0,"z":0},"size":0.625,"uuid":"8CAA0E16-F9BF-473A-A294-33FC43EB6018","visible":true},{"customname":"V6rnO","position":{"x":0,"y":0.3125,"z":0},"rotation":{"x":0,"y":0,"z":0},"size":0.625,"uuid":"499CA32E-5456-419A-8A68-834858573484","visible":true},{"customname":"Edctw","position":{"x":-0.11,"y":0.50313,"z":0.11},"rotation":{"x":0,"y":0,"z":0},"size":0.28125,"uuid":"AB403EDE-E064-43C6-B8F0-8F4263ECE427","visible":true}]}],"tweening":[{"pos":[0,19],"ease":"none","rate":1},{"pos":[39,19],"ease":"none","rate":1}],"settings":{"options":{"showaxis":false,"showmovers":true},"generate":{"placeat":"@e[type=Silverfish]","giveegg":true,"attach":"","rawcmds":false},"animation":{"enable":true,"loop":true,"interpolate":true,"ticks":"40","strict":false}}}
- [3/7/16, 12:54:33 PM] Redstone Scientist: This message has been removed.
- [3/7/16, 12:56:26 PM] Redstone Scientist: This message has been removed.
- [3/7/16, 12:56:33 PM] Redstone Scientist: This message has been removed.
- [3/7/16, 1:01:27 PM] Redstone Scientist: Yeah try this: It
- [3/7/16, 1:01:30 PM] Redstone Scientist: It isn't working: http://pastebin.com/YK8dKnrw
- [3/7/16, 2:53:48 PM] Redstone Scientist: Hmmm.... the darkness issue sucks
- [3/7/16, 2:56:24 PM] Redstone Scientist: Yeah the offsets are wrong. Even though I can see the diamond ore on the program it is too low in the game
- [3/7/16, 2:57:56 PM] Redstone Scientist: Yeah I'm finding a lot of bugs :P
- [3/7/16, 2:58:49 PM] Redstone Scientist: Ok I think the issue is with using small sizes. The villagers are falling
- [3/7/16, 3:05:32 PM] Redstone Scientist: The strict movement doesn't work
- [3/7/16, 3:11:29 PM] Redstone Scientist: I'm trying to do the right click on the timeline but it disappears instantly
- [3/7/16, 3:15:22 PM] Redstone Scientist: Ok I think it's just that I can't get the interpolation to work
- [3/7/16, 3:16:37 PM] Redstone Scientist: https://gyazo.com/76e5f1c064ae19cfce70060540db4ec0
- [3/7/16, 3:17:34 PM] Redstone Scientist: Ok I can't get anything in this program to work :P
- [3/7/16, 3:20:05 PM] Redstone Scientist: WHAT. I'm loading your projects that you did in the video and there are no keyframes on the timeline but it still animates. I am seriously really frustrated. Nothing is working for me. Sorry I keep bothering you
- [3/7/16, 3:21:03 PM] Redstone Scientist: And yet your projects in the video work
- [3/7/16, 3:40:20 PM] Redstone Scientist: I can sometimes get the interpolation to work but the small size NEVER works
- [3/7/16, 3:41:20 PM] Redstone Scientist: This should not be moving the diamond ore.:
- [3/7/16, 3:41:35 PM] Redstone Scientist: http://pastebin.com/APe2Q9hq
- [3/7/16, 3:42:59 PM] Redstone Scientist: https://gyazo.com/55e82cae6728ef12d0faa97622b571db
- [3/7/16, 3:46:44 PM] Redstone Scientist: Also why do they keep respawning?
- [3/7/16, 5:28:34 PM] MrGarretto: Hey - sorry I took so long to respond; i was a little busy today :(
- I fixed the problem with the animation timeline not loading correctly in certain browser versions of chrome and firefox
- I also figured out what is causing the small blocks to become all screwed up and I am currently modifying it. It was bugging out because of the whole change where villagers don't float anymore when they have NoAI:1. I just fixed this by making them ride an armorstand The reason they aren't rotating is because the villagers must be rotated with Rotation:[#f,#f] instead of Pose:{Head:blablabla}, so I am fixing that right now
- [3/7/16, 5:29:07 PM] MrGarretto: and after that is fixed, I will fix the bug with model offsets
- [3/7/16, 5:36:52 PM] Redstone Scientist: Great. Thank you. Will you let me know when it's fixed?
- [3/7/16, 5:38:09 PM] MrGarretto: of course! :)
- [3/7/16, 5:43:11 PM] Redstone Scientist: Let me know if at any time you find all of these messages overwhelming ;)
- [3/7/16, 5:43:54 PM] MrGarretto: it's fine, they are very helpful!
- [3/7/16, 8:52:41 PM] MrGarretto: The small blocks should do everything correctly now
- [3/7/16, 8:54:46 PM] MrGarretto: On 3/7/16, at 3:11 PM, Redstone Scientist wrote:
- > I'm trying to do the right click on the timeline but it disappears instantly
- what browser are you using?
- [3/7/16, 9:07:55 PM] Redstone Scientist: I tried safari chrome and Firefox
- [3/7/16, 9:09:06 PM] MrGarretto: Hmm.. it might be because it is detecting it as a popup?
- [3/7/16, 11:11:31 PM] Redstone Scientist: Nope
- [3/7/16, 11:11:39 PM] Redstone Scientist: I disabled adblocker
- [3/7/16, 11:16:39 PM] MrGarretto: I can't reproduce that, but I tried changing the order of some of the code - if it still doesn't work now, I'll try it on a different computer as soon as I can
- [3/7/16, 11:35:35 PM] Redstone Scientist: nope
- [3/7/16, 11:35:40 PM] Redstone Scientist: I'm on a mac laptop btw
- [3/9/16, 1:17:22 PM] Redstone Scientist: Have you been able to reproduce it?
- [3/9/16, 1:17:27 PM] Redstone Scientist: Otherwise animation won't work for me
- [3/9/16, 1:19:45 PM] Redstone Scientist: Also is there any way to fix the darkening bug when an armor stand is inside a block?
- [3/9/16, 1:20:41 PM] Redstone Scientist: Also solid blocks won't work in single mode
- [3/9/16, 1:26:54 PM] MrGarretto: For the darkness bug, you can either lift the armorstands up by a tiny amount, or you can give negative translation to the model and have the armorstand above ground. I really wish mojang would make a good way to get around this, such as an nbt tag which makes an armor stand always act like it is in light
- [3/9/16, 1:27:42 PM] MrGarretto: And no, i still haven't been able to reproduce the right click thing
- [3/9/16, 1:38:51 PM] Redstone Scientist: Another feature suggestion, a mirror button to mirror across a chosen axis
- [3/9/16, 1:47:58 PM] Redstone Scientist: For some reason these two sliders are adjusting along the same axis: https://gyazo.com/32f42fcb5d901cf2244481ad1eac3973
- [3/9/16, 1:49:36 PM] Redstone Scientist: It may just be because of the way it's rotated
- [3/9/16, 1:55:28 PM] Redstone Scientist: Yeah the model offset in game is still a problem. The picks look the same but the diamonds are different.
- [3/9/16, 1:55:29 PM] Redstone Scientist: {"objects":[{"userData":{"name":"Object 1","selected":false,"rawid":"diamond_block","blockid":"id:diamond_block","size":"large","customname":"WUoj5","isItem":false,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"467755D7-3E80-4E8E-860A-93518D2C0026"},{"userData":{"name":"Object 2","selected":false,"rawid":"diamond","blockid":"id:diamond","size":"small","customname":"3aYtH","isItem":true,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"57F022D7-1C38-44CE-98D7-D3117BADA4C8"},{"userData":{"name":"Object 2 (Copy 1)","selected":false,"rawid":"diamond","blockid":"id:diamond","size":"small","customname":"Z4ugO","isItem":true,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"FA507E82-93BA-4DE0-9ABC-E27E45D074AC"},{"userData":{"name":"Object 2 (Copy 2)","selected":false,"rawid":"diamond","blockid":"id:diamond","size":"small","customname":"oKadb","isItem":true,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"A7BA58CF-2385-404B-A646-83A81C482D45"},{"userData":{"name":"Object 2 (Copy 3)","selected":false,"rawid":"diamond","blockid":"id:diamond","size":"small","customname":"zE6bs","isItem":true,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"E283F615-18A3-4987-8888-6A1D6C589224"},{"userData":{"name":"Object 6 (Copy 1)","selected":false,"rawid":"diamond_pickaxe","blockid":"id:diamond_pickaxe","size":"medium","customname":"Mis0k","isItem":true,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"F8731499-231B-4A78-80AE-8136FD5DA0CA"},{"userData":{"name":"Object 6 (Copy 2)","selected":false,"rawid":"diamond_pickaxe","blockid":"id:diamond_pickaxe","size":"medium","customname":"Lb8Pw","isItem":true,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"BD2D0BA7-3C06-492D-814C-F8F87289D2F4"},{"userData":{"name":"Object 6 (Copy 2)","selected":false,"rawid":"diamond_pickaxe","blockid":"id:diamond_pickaxe","size":"medium","customname":"_GyOY","isItem":true,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"14DF1D15-A147-42D0-90F2-E7E80D517471"},{"userData":{"name":"Object 6 (Copy 3)","selected":false,"rawid":"diamond_pickaxe","blockid":"id:diamond_pickaxe","size":"medium","customname":"oztFx","isItem":true,"isDynamic":true,"visible":true,"customnbt":"","justAdded":false},"uuid":"230320EE-4212-4616-B0FC-9BA4CBB8E56E"}],"keyframes":[{"ontick":0,"objects":[{"customname":"WUoj5","position":{"x":0,"y":0.3125,"z":0},"rotation":{"x":0,"y":0,"z":0},"size":0.625,"uuid":"467755D7-3E80-4E8E-860A-93518D2C0026","visible":true},{"customname":"3aYtH","position":{"x":-0.3125,"y":0.71875,"z":0},"rotation":{"x":-0.2617993877991494,"y":1.5707963267948966,"z":0},"size":0.28125,"uuid":"57F022D7-1C38-44CE-98D7-D3117BADA4C8","visible":true},{"customname":"Z4ugO","position":{"x":0.3125,"y":0.71875,"z":0},"rotation":{"x":-0.2617993877991494,"y":4.71238898038469,"z":0},"size":0.28125,"uuid":"FA507E82-93BA-4DE0-9ABC-E27E45D074AC","visible":true},{"customname":"oKadb","position":{"x":0,"y":0.71876,"z":0.3125},"rotation":{"x":0.2617993877991494,"y":0,"z":0},"size":0.28125,"uuid":"A7BA58CF-2385-404B-A646-83A81C482D45","visible":true},{"customname":"zE6bs","position":{"x":0,"y":0.71876,"z":-0.3125},"rotation":{"x":-0.2617993877991494,"y":0,"z":0},"size":0.28125,"uuid":"E283F615-18A3-4987-8888-6A1D6C589224","visible":true},{"customname":"Mis0k","position":{"x":0,"y":0.74,"z":0},"rotation":{"x":-1.5707963267948966,"y":0.29670597283903605,"z":1.5707963267948966},"size":0.4375,"uuid":"F8731499-231B-4A78-80AE-8136FD5DA0CA","visible":true},{"customname":"Lb8Pw","position":{"x":0,"y":0.74,"z":0},"rotation":{"x":0,"y":0,"z":-0.29670597283903605},"size":0.4375,"uuid":"BD2D0BA7-3C06-492D-814C-F8F87289D2F4","visible":true},{"customname":"_GyOY","position":{"x":0,"y":0.74,"z":0},"rotation":{"x":1.5707963267948966,"y":-1.2740903539558606,"z":-1.5707963267948966},"size":0.4375,"uuid":"14DF1D15-A147-42D0-90F2-E7E80D517471","visible":true},{"customname":"oztFx","position":{"x":0,"y":0.74,"z":0},"rotation":{"x":0,"y":3.141592653589793,"z":0.29670597283903605},"size":0.4375,"uuid":"230320EE-4212-4616-B0FC-9BA4CBB8E56E","visible":true}]}],"tweening":[],"settings":{"options":{"showaxis":false,"showmovers":true},"generate":{"placeat":"@e[type=Squid]","giveegg":true,"attach":"","rawcmds":false},"animation":{"enable":false,"loop":true,"interpolate":true,"ticks":"20","strict":false}}}
- [3/9/16, 1:58:05 PM] Redstone Scientist: Also why do the models sometimes teleport away? https://gyazo.com/5bce9d7bcd47372c4d3a144b00992985
- [3/9/16, 2:02:12 PM] Redstone Scientist: Also the solid blocks thing doesn't update the command
- [3/9/16, 3:22:42 PM] Redstone Scientist: U use Mac?
- [3/9/16, 5:22:35 PM] Redstone Scientist: also skulls are still not implemented
- [3/9/16, 5:30:40 PM] Redstone Scientist: Huh. The right click thing seems to have fixed itself
- [3/9/16, 5:30:44 PM] MrGarretto: On 3/9/16, at 3:22 PM, Redstone Scientist wrote:
- > U use Mac?
- I use windows, but I was able to reproduce it on another computer
- [3/9/16, 5:30:52 PM] Redstone Scientist: ah ok
- [3/9/16, 5:31:09 PM] MrGarretto: yeah, I sent you a message on discord while my skype wasn't working - i guess you never saw it :P
- [3/9/16, 5:32:03 PM] Redstone Scientist: Sorry I was getting my phone repaired so i couldn't see it
- [3/9/16, 5:32:04 PM] Redstone Scientist: Lol
- [3/9/16, 5:32:14 PM] Redstone Scientist: But the model offset problem is still the biggest concern atm imo
- [3/9/16, 5:33:24 PM] Redstone Scientist: Also I assume this doesn't support multiple commands? Cause I can't paste in the one I'm working on
- [3/9/16, 5:34:04 PM] Redstone Scientist: Let me try pasting it into your command combiner
- [3/9/16, 5:39:26 PM] MrGarretto: Yeah, right now, you will need to paste it into the command combiner if the command gets too long; I'll make it split automatically soon
- [3/9/16, 5:40:42 PM] Redstone Scientist: Why is this happening? On the program I have it rotating in place
- [3/9/16, 5:40:44 PM] Redstone Scientist: https://gyazo.com/82340e91f298f7ea9afea9fcf291df9a
- [3/9/16, 5:42:10 PM] MrGarretto: It isn't applying the rotational offsets...
- [3/9/16, 5:42:21 PM] MrGarretto: Are those torches small?
- [3/9/16, 5:42:35 PM] Redstone Scientist: No
- [3/9/16, 5:42:36 PM] Redstone Scientist: Large
- [3/9/16, 5:42:49 PM] Redstone Scientist: I'm gonna try strict movement
- [3/9/16, 5:47:12 PM] Redstone Scientist: This is what happens with strict movement: https://gyazo.com/5311c416f6aa87671a7eae80d37b143b
- [3/9/16, 5:47:52 PM] Redstone Scientist: Why the heck does non strict movement add so many characters?
- [3/9/16, 5:49:44 PM] MrGarretto: Because of the Minecraft bug that happens when you spawn an entity and immediately start teleporting it around relative to another entity
- [3/9/16, 5:49:58 PM] MrGarretto: So the non strict movement needs to account for that
- [3/9/16, 5:50:08 PM] Redstone Scientist: hmmm
- [3/9/16, 5:50:23 PM] MrGarretto: But that obviously wouldn't happen when the entity is being resummoned each tick
- [3/9/16, 5:50:32 PM] Redstone Scientist: Yeah but it isn't working :P
- [3/9/16, 5:50:45 PM] MrGarretto: Fixing it right now
- [3/9/16, 5:55:42 PM] Redstone Scientist: The rotation offset or the strict movement?
- [3/9/16, 5:55:48 PM] MrGarretto: both
- [3/9/16, 5:56:00 PM] Redstone Scientist: Also it doesn't let you have more than one in a world very well
- [3/9/16, 5:56:08 PM] Redstone Scientist: As you saw in the gif I previously sent
- [3/9/16, 5:57:28 PM] Redstone Scientist: The preview of your model in the program doesn't update what your interpolated frame looks like until you push generate and close the box
- [3/9/16, 5:58:06 PM] MrGarretto: it's not actually supposed to ever show what the interpolated frames look like
- [3/9/16, 5:58:11 PM] Redstone Scientist: Ah
- [3/9/16, 5:58:13 PM] MrGarretto: but it might be good to add an option to show that
- [3/9/16, 5:58:23 PM] Redstone Scientist: It already does when you hit generate
- [3/9/16, 5:58:51 PM] MrGarretto: a way that isn't a side-effect of something else would still be better :P
- [3/9/16, 5:59:49 PM] Redstone Scientist: In addition to skulls, redstone dust will not work
- [3/9/16, 6:02:32 PM] Redstone Scientist: The change ID function doesn't work when changing an existing object
- [3/9/16, 6:06:23 PM] Redstone Scientist: The piston texture is rotated incorrectly in the program. When I have the texture rotated so that the sticky side is up, in game it faces positive z
- [3/9/16, 6:06:29 PM] Redstone Scientist: You ought to have a bug reporting feature
- [3/9/16, 6:07:05 PM] Redstone Scientist: Yeah ok I tested it. When the piston is rotated 0,0,0, then it is facing up
- [3/9/16, 6:07:08 PM] Redstone Scientist: I mean it should be
- [3/9/16, 6:14:31 PM] Redstone Scientist: Also the redstone lamp won't render in game on this: https://mrgarretto.com/model/?p=767
- [3/9/16, 6:16:02 PM] Redstone Scientist: Maybe lit redstone lamps don't work on villagers?
- [3/9/16, 6:16:23 PM] Redstone Scientist: Nope don't work on armor stands either
- [3/9/16, 6:16:36 PM] MrGarretto: I guess they aren't wearable
- [3/9/16, 6:16:42 PM] MrGarretto: I'll have to remove them from the list
- [3/9/16, 6:17:04 PM] Redstone Scientist: Darn it
- [3/9/16, 6:17:27 PM] Redstone Scientist: Another feature suggestion: New project. Otherwise you have to just refresh to clear the page
- [3/9/16, 6:19:03 PM] Redstone Scientist: Hmmm... It's not letting me click single anymore
- [3/9/16, 6:19:14 PM] MrGarretto: you can't have animations enabled
- [3/9/16, 6:19:18 PM] Redstone Scientist: I don't
- [3/9/16, 6:19:30 PM] Redstone Scientist: The thing isn't greyed out
- [3/9/16, 6:20:50 PM] Redstone Scientist: Actually nothing will generate now
- [3/9/16, 6:21:07 PM] Redstone Scientist: Why do I suddenly have so many keyframes?
- [3/9/16, 6:21:20 PM] Redstone Scientist: Is that you? Did you just add that?
- [3/9/16, 6:21:36 PM] MrGarretto: no, you are probably seeing the interpolated frames because something crashed
- [3/9/16, 6:21:36 PM] Redstone Scientist: Yeah nothing is generating
- [3/9/16, 6:21:40 PM] Redstone Scientist: Ah
- [3/9/16, 6:22:31 PM] Redstone Scientist: Every time I hit generate the keyframes appear but I get no commands
- [3/9/16, 6:22:36 PM] Redstone Scientist: I think you broke something :P
- [3/9/16, 6:28:47 PM] Redstone Scientist: Fixed
- [3/9/16, 6:33:14 PM] Redstone Scientist: This message has been removed.
- [3/9/16, 6:33:34 PM] Redstone Scientist: This message has been removed.
- [3/9/16, 6:34:12 PM] Redstone Scientist: Another feature suggestion: An object browser to see a list of objects on the stage. Cause it can get really annoying having to find them.
- [3/9/16, 6:47:31 PM] Redstone Scientist: Let me know when you fix the rotation offset thing :D
- [3/9/16, 6:49:22 PM] Redstone Scientist: What does the entity to attach to box do?
- [3/9/16, 6:55:08 PM] Redstone Scientist: Also don't forget the issue with having multiple instances of an object in your world
- [3/9/16, 6:55:50 PM] Redstone Scientist: Feature suggestion: Add an option for animations to only happen if you are within "X" number of blocks
- [3/9/16, 6:57:30 PM] MrGarretto: attach to entity makes all of the armorstand's follow that entity
- [3/9/16, 6:57:37 PM] MrGarretto: and it works with animations
- [3/9/16, 6:57:56 PM] Redstone Scientist: What works with animations? That feature?
- [3/9/16, 6:58:36 PM] MrGarretto: yeah
- [3/9/16, 7:27:44 PM] MrGarretto: strict movement is fixed
- [3/9/16, 7:27:54 PM] MrGarretto: now i need to check out the offsets
- [3/9/16, 7:37:08 PM] MrGarretto: By offsets, you mean the display translations, right?
- [3/9/16, 7:37:13 PM] MrGarretto: because they are working fine for me
- [3/9/16, 7:37:34 PM] MrGarretto: Image
- [3/9/16, 7:37:47 PM] Redstone Scientist: No I mean the fact that they are supposed to rotate centered around the center of the item model. I'm talking IN GAME. Did you see the gif?
- [3/9/16, 7:37:49 PM] MrGarretto: I just made that model to test; it has translation [0, -16, 0]
- [3/9/16, 7:37:56 PM] MrGarretto: oh
- [3/9/16, 7:37:59 PM] Redstone Scientist: https://gyazo.com/82340e91f298f7ea9afea9fcf291df9a
- [3/9/16, 7:38:15 PM] MrGarretto: so it has nothing to do with resource packs?
- [3/9/16, 7:38:30 PM] Redstone Scientist: No.
- [3/9/16, 7:38:38 PM] MrGarretto: oh, ok; that makes much more sense now
- [3/9/16, 7:38:46 PM] Redstone Scientist: Do you understand what's happening?
- [3/9/16, 7:39:04 PM] MrGarretto: it looks like it is applying the rotation offsets backwards
- [3/9/16, 7:39:19 PM] Redstone Scientist: Here's a comparison: https://mrgarretto.com/model/?p=767
- [3/9/16, 7:44:54 PM] Redstone Scientist: Also check out this one (no animation) and see how it doesn't look right in game: https://mrgarretto.com/model/?p=734
- [3/9/16, 7:45:39 PM] MrGarretto: The redstone torches movement is actually working exactly how it should, but the limitations of minecraft make it look like that (since armor stands always try to smooth out their movement when they teleport), as seen in this: https://gfycat.com/TheseMindlessFirebelliedtoad
- The only ways around this is to either make the entire animation longer so that the armorstand smoothing would be unnoticable, or enabling strict movement
- [3/9/16, 7:46:14 PM] Redstone Scientist: Ok well look at the second one I sent
- [3/9/16, 7:49:32 PM] MrGarretto: That is one of the things I am still trying to figure out
- [3/9/16, 7:50:10 PM] MrGarretto: why is this villager's head not 90 degrees?
- [3/9/16, 7:50:14 PM] MrGarretto: summon ArmorStand ~ ~-0.35962 ~0.334676 {Invisible:1,Marker:1,NoGravity:1,Passengers:[{id:Villager,Age:-1000000,Invulnerable:1,NoAI:1,Silent:1,ActiveEffects:[{Id:14,Duration:9999999,ShowParticles:false}],Rotation:[90f,15f],ArmorItems:[{},{},{},{id:diamond}]}]}
- [3/9/16, 7:50:47 PM] Redstone Scientist: If I recall correctly, villagers aren't able to be summoned with a set rotation. They have to be teleported or entitydata
- [3/9/16, 7:51:25 PM] MrGarretto: not if they have NoAI
- [3/9/16, 7:52:43 PM] Redstone Scientist: Idk
- [3/9/16, 7:52:53 PM] MrGarretto: I'll be trying to figure this out
- [3/9/16, 7:52:59 PM] MrGarretto: I'll tell you immediately when I do
- [3/9/16, 7:53:11 PM] Redstone Scientist: Yeah it's a huge problem. Thanks so much man! I appreciate your working with me :D
- [3/9/16, 7:54:51 PM] MrGarretto: It seems to actually be a minecraft bug... When a villager is riding an armorstand, they don't allow themselves to turn, making their head rotations all glitchy
- [3/9/16, 7:55:00 PM] MrGarretto: I'm going to try posting it to reddit
- [3/9/16, 7:55:05 PM] Redstone Scientist: hmmm
- [3/9/16, 8:14:17 PM] Redstone Scientist: So I did what you said and made it longer. But it still looks weird. https://gyazo.com/e8c6a3e8eea0580b9c171c5c351d05fa
- [3/9/16, 8:15:04 PM] Redstone Scientist: What if instead of doing two commands, one for entity data and one for teleporting, you used a teleport command with rotation as well?
- [3/9/16, 8:15:31 PM] MrGarretto: that would only work for small armorstands though?
- [3/9/16, 8:15:41 PM] MrGarretto: *i mean villagers
- [3/9/16, 8:16:13 PM] MrGarretto: i guess it would work for armorstands too, but it only allows 2-axis rotation
- [3/9/16, 8:16:16 PM] Redstone Scientist: Well you could add a conditional statement in your code,
- If objects (armor stand or villager) aren't using the 3rd rotation value as anything other than 0, then you can merge the two commands.
- [3/9/16, 8:16:21 PM] Redstone Scientist: It would save on space
- [3/9/16, 8:16:43 PM] Redstone Scientist: But before bothering with that maybe do some testing to see if it gets similar results
- [3/9/16, 8:18:37 PM] MrGarretto: It doesn't seem like the second argument for rotation in the tp command actually affects how the armorstand's head is displayed
- [3/9/16, 8:18:49 PM] Redstone Scientist: oh really? darn
- [3/9/16, 8:19:20 PM] MrGarretto: but the first argument changes the y rotation
- [3/9/16, 8:19:34 PM] MrGarretto: so I guess I could still take advantage of that part, but it wouldn't occur as often
- [3/10/16, 4:36:34 PM] MrGarretto: On 3/9/16, at 6:55 PM, Redstone Scientist wrote:
- > Also don't forget the issue with having multiple instances of an object in your world
- just fixed this, but I'm pretty sure you'll have to be in 1.9.1 pre for it to work
- [3/11/16, 5:54:35 PM] Redstone Scientist: Any luck on the offset problem?
- [3/11/16, 5:55:13 PM] MrGarretto: I've figured out what was causing it... Now I'm working on the fix
- [3/11/16, 6:01:47 PM] Redstone Scientist: Sweet. What was causing it?
- [3/11/16, 6:06:29 PM] MrGarretto: It won't make much sense without knowing how the rest of the code works, but basically, when it loaded an object with a translation in the model, the transition was applied to the rotation tracker as well since it is a child of the base object, so it was canceling itself out
- [3/11/16, 6:10:00 PM] Redstone Scientist: ...I'll take your word for it lol
- [3/13/16, 1:33:26 PM] MrGarretto: http://pastebin.com/tD5CM73A
- [3/13/16, 1:33:38 PM] MrGarretto: load your resource pack into the tool, then import that project
- [3/13/16, 1:34:36 PM] MrGarretto: Image
- [3/13/16, 3:40:12 PM] MrGarretto: also, I forgot to mention, the change block/item id textbox is fixed too
- [3/13/16, 3:50:39 PM] Redstone Scientist: THANK YOU THANK YOU THANK YOU :D :D
- [3/13/16, 3:51:10 PM] Redstone Scientist: How about the rotation and position discrepancies from program to game?
- [3/13/16, 3:51:31 PM] MrGarretto: for the custom displays?
- [3/13/16, 3:51:33 PM] MrGarretto: on models?
- [3/13/16, 3:52:34 PM] Redstone Scientist: No
- Remember how my diamond project was summoning the diamonds with the wrong rotation and position
- [3/13/16, 3:52:38 PM] Redstone Scientist: Look back in the chat
- [3/13/16, 3:54:38 PM] MrGarretto: https://bugs.mojang.com/browse/MC-99363?filter=-2
- [3/13/16, 3:54:41 PM] MrGarretto: it is a minecraft bug
- [3/13/16, 3:55:20 PM] MrGarretto: but here is a test I made with your model
- [3/13/16, 3:55:21 PM] MrGarretto: https://gfycat.com/GlitteringBigheartedFunnelweaverspider
- [3/13/16, 3:55:41 PM] MrGarretto: (ignore the part where the arm awkwardly moves up... I just threw this together in a couple seconds :P)
- [3/13/16, 3:57:08 PM] Redstone Scientist: Thank you ever so much! Both Jragon and I really appreciate this
- But what you're saying is it's only a problem with "Small" sizes
- [3/13/16, 3:57:10 PM] Redstone Scientist: ?
- [3/13/16, 3:57:40 PM] MrGarretto: the small size uses baby villagers, so yes, if they have rotation, it will usually be off by a little
- [3/13/16, 3:58:04 PM] MrGarretto: I might be able to make it cancel-out the weird rotation by merging 2 rotations
- [3/13/16, 3:58:14 PM] Redstone Scientist: But the armor stands are fine?
- Can u post that bug on Twitter btw? So I can retweet it?
- [3/13/16, 3:58:30 PM] MrGarretto: sure
- [3/13/16, 3:58:31 PM] Redstone Scientist: I suggest not doing that btw. Don't lean into the bug
- [3/13/16, 3:59:37 PM] MrGarretto: should I post my bug report or the one that it was flagged as a duplicate of? because the one that it was listed as a duplicate of is not really the same thing... I have to tell redstonehelper
- [3/13/16, 4:00:05 PM] Redstone Scientist: Tell redstone helper
- [3/13/16, 4:00:10 PM] Redstone Scientist: Post yours
- [3/13/16, 4:01:30 PM] Redstone Scientist: Can u tag me?
- [3/13/16, 4:09:58 PM] MrGarretto: in the tweet?
- [3/13/16, 4:13:17 PM] MrGarretto: I just reread the duplicate, and I think it is actually the same thing, but the fact that it was using Riding instead of Passenger in the bug report threw me off, because I thought they were talking about the opposite thing
- [3/13/16, 4:13:22 PM] MrGarretto: so I'm going to link that one instead
- [3/13/16, 4:14:54 PM] Redstone Scientist: Ok thanks
- [3/14/16, 12:21:49 PM] Redstone Scientist: PS I still can't change the item after it's already loaded in. I click on diamond_hoe:1544 to change to 1543 and it turns red
- [3/14/16, 12:43:39 PM] Redstone Scientist: Sooooo..... the animation looks awful lol. The way on nowhere did it was to have all the armor stands as passengers so they stuck together
- [3/14/16, 12:44:08 PM] Redstone Scientist: Also is there any way to avoid the armor stands returning to their original position every time it loops? What if I want it to walk forward more every time I trigger it?
- [3/14/16, 12:51:32 PM] Redstone Scientist: I'm kinda thinking my best bet at this point is just using your program as a model/concepter and then manually getting the coordinates and poses from your program and entering them myself. Could you please add a feature where you can export all of the position and rotation values into a text document?
- So for example, one would look like this:
- Object 1 [Tick1]: (0, 0.25, 3.4) Pose:{Head:[0f,0f,180f]}
- Object 2 etc etc
- and then on to:
- Object 1 [Tick2]:
- etc etc
- [3/14/16, 12:51:38 PM] Redstone Scientist: That would be immensely helpful!
- [3/14/16, 12:54:18 PM] Redstone Scientist: Thinking about it yeah that would be the absolute best course of action. A feature to export it into a text document
- [3/14/16, 3:15:37 PM] Redstone Scientist: Also, when you have some time, could you teach me how you calculate interpolation? :D
- [3/14/16, 3:28:57 PM] Redstone Scientist: Cause at this point all I need is a way to export a text file containing all of the interpolation frames
- [3/14/16, 3:35:24 PM] MrGarretto: "Object 1 [Tick1]: (0, 0.25, 3.4) Pose:{Head:[0f,0f,180f]}
- Object 2 etc etc"
- I could probably do this pretty easily actually
- [3/14/16, 3:35:40 PM] Redstone Scientist: Yes! That would be wonderful!
- [3/14/16, 3:35:44 PM] MrGarretto: also, I'll make an option to disable object rotation centers
- [3/14/16, 3:35:50 PM] Redstone Scientist: That's a good idea as well
- [3/14/16, 3:35:53 PM] Redstone Scientist: I'd need that
- [3/14/16, 3:35:53 PM] MrGarretto: which will solve this
- [3/14/16, 3:35:54 PM] MrGarretto: On 3/14/16, at 12:44 PM, Redstone Scientist wrote:
- > Also is there any way to avoid the armor stands returning to their original position every time it loops? What if I want it to walk forward more every time I trigger it?
- [3/14/16, 3:36:24 PM] Redstone Scientist: I was actually referring to the fact that the program allows you to rotate objects on their center right? So that's why it has to do little teleports?
- [3/14/16, 3:36:33 PM] MrGarretto: yeah
- [3/14/16, 3:36:45 PM] Redstone Scientist: Yeah I'd like to disable that so I can keep the whole armor stand model riding on the body
- [3/14/16, 3:36:49 PM] Redstone Scientist: Or passengers rather
- [3/14/16, 3:36:51 PM] MrGarretto: yep
- [3/14/16, 3:36:55 PM] Redstone Scientist: Cool
- [3/14/16, 3:36:57 PM] Redstone Scientist: That'd be great!
- [3/14/16, 3:37:52 PM] Redstone Scientist: I've created a spreadsheet that let's you do an entity data on the body armor stand, copy the output and it will convert it into a 1-click command to do 7 entity data commands to return all of the armor stands to that position
- [3/14/16, 3:38:16 PM] Redstone Scientist: So I'm planning on plugging the text file into this sheet and viola!
- [3/14/16, 3:44:21 PM] Redstone Scientist: Btw quick question: Which is faster for like 7 commands: MinecartCommandBlocks or a tower of command blocks
- [3/14/16, 3:44:24 PM] Redstone Scientist: For 1-click stuff
- [3/14/16, 3:44:53 PM] MrGarretto: minecart command blocks are always better
- [3/14/16, 3:44:56 PM] Redstone Scientist: k cool
- [3/14/16, 4:09:28 PM] MrGarretto: I also just fixed the bug with the change block/item id box not allowing you to change to things that can have damage values
- [3/14/16, 6:47:15 PM] Redstone Scientist: Thanks!
- Yeah those two features, the text file thing and the toggle center rotation are the big ones I'm waiting for
- [3/14/16, 11:12:28 PM] MrGarretto: Image
- [3/14/16, 11:12:31 PM] MrGarretto: Image
- [3/14/16, 11:13:09 PM] Redstone Scientist: HUZZAH!
- [3/14/16, 11:13:13 PM] Redstone Scientist: So is it done?
- [3/14/16, 11:13:45 PM] MrGarretto: I think so - Unless you need any more modifications to either of those features
- [3/14/16, 11:14:03 PM] Redstone Scientist: Woot woot! Thank you so much man! I really appreciate this as does Jragon
- [3/14/16, 11:14:08 PM] Redstone Scientist: You're a life saver!
- [3/14/16, 11:14:22 PM] MrGarretto: np :D
- [3/14/16, 11:18:13 PM] Redstone Scientist: I can't sign in to my google account on the program anymore
- [3/14/16, 11:18:36 PM] MrGarretto: Is there an error message or anything? I just tried it and it worked for me
- [3/14/16, 11:18:44 PM] Redstone Scientist: Nope. Let me try restarting my browser
- [3/14/16, 11:19:07 PM] Redstone Scientist: Fixed
- [3/14/16, 11:19:16 PM] MrGarretto: ok, cool
- [3/14/16, 11:26:31 PM] Redstone Scientist: Btw I think you should have the enable center rotation toggled ON by default
- [3/14/16, 11:27:14 PM] MrGarretto: it is?
- [3/14/16, 11:27:23 PM] Redstone Scientist: not in my existing project
- [3/14/16, 11:27:30 PM] MrGarretto: oh whoops
- [3/14/16, 11:28:37 PM] MrGarretto: *fixed
- [3/14/16, 11:28:42 PM] Redstone Scientist: thanks
- [3/14/16, 11:29:49 PM] Redstone Scientist: Also did you implement the thing that allows you to remove position data? So I can repeat the animation to have him walk long distances?
- [3/14/16, 11:30:59 PM] MrGarretto: you could just teleport the (UNIQUE OBJECTIVE)_M armorstand in any direction and the entire animation will stick to it
- [3/14/16, 11:33:35 PM] Redstone Scientist: huh?
- [3/14/16, 11:33:38 PM] Redstone Scientist: I don't understand
- [3/14/16, 11:33:59 PM] MrGarretto: press 'Options' and get the Unique scoreboard objective
- [3/14/16, 11:34:01 PM] MrGarretto: then add _M to it
- [3/14/16, 11:34:11 PM] Redstone Scientist: What is that?
- [3/14/16, 11:34:12 PM] MrGarretto: and that is the armorstand that the entire animation is centered around
- [3/14/16, 11:34:16 PM] Redstone Scientist: oh ok
- [3/14/16, 11:34:24 PM] MrGarretto: so if you move that, the animation will move with it
- [3/14/16, 11:34:39 PM] Redstone Scientist: So basically can I add a custom command on the last frame to teleport it to the body?
- [3/14/16, 11:34:47 PM] Redstone Scientist: or rather in a direction
- [3/14/16, 11:34:51 PM] MrGarretto: yeah
- [3/14/16, 11:34:54 PM] Redstone Scientist: Cool :D
- [3/14/16, 11:34:56 PM] Redstone Scientist: Thanks
- [3/14/16, 11:35:27 PM] MrGarretto: I could maybe add another button for when making a custom command which lets you target the _M armorstand, since it isn't really documented anywhere :P
- [3/14/16, 11:35:39 PM] Redstone Scientist: I don't know how I'd use it though
- [3/14/16, 11:36:10 PM] MrGarretto: since it would run forever?
- [3/14/16, 11:36:21 PM] Redstone Scientist: No I just don't know what I'd do with it lol
- [3/14/16, 11:36:23 PM] Redstone Scientist: Give an example
- [3/14/16, 11:36:36 PM] MrGarretto: of this?
- On 3/14/16, at 11:35 PM, MrGarretto wrote:
- > I could maybe add another button for when making a custom command which lets you target the _M armorstand, since it isn't really documented anywhere :P
- [3/14/16, 11:36:51 PM] Redstone Scientist: lol nvm
- [3/14/16, 11:37:07 PM] Redstone Scientist: I'm actually gonna go to sleep. Sorry. I'll have to talk with you about it tomorrow
- [3/14/16, 11:37:11 PM] Redstone Scientist: :)
- [3/14/16, 11:37:23 PM] MrGarretto: ok; g'night!
- [3/14/16, 11:47:20 PM] Redstone Scientist: This message has been removed.
- [3/15/16, 12:15:12 AM] Redstone Scientist: There's a bug where Tick 13 14 and 15 in my exported project are listed instead as tick 13.00000000002 14.0000002 and 15.000000etc
- [3/15/16, 12:15:22 AM] Redstone Scientist: But then 16 sets it back to normal
- [3/15/16, 12:15:23 AM] Redstone Scientist: Not a big deal
- [3/15/16, 11:51:10 AM] Redstone Scientist: Finished 1 walk animation (done by hand) https://gyazo.com/077d0094e1907004c56695a1f79ab1b1
- [3/15/16, 3:57:07 PM] Redstone Scientist: This message has been removed.
- [3/15/16, 6:27:09 PM] Redstone Scientist: Could you add a bunch more check boxes in the export tab about what information you want to export? So that I way I could choose which stuff I wanted and which I didn't. So you could add options for exporting item ID's, for Custom Commands, etc
- [3/15/16, 6:51:48 PM] MrGarretto: I fixed the "14.0000002" bug and I also add a couple more checkboxes to the export menu but they won't be on the public page until a little later because I'm working on the feature to select and move multiple objects at the same time, so it would cause done incompatibilities if I were to upload it now
- [3/15/16, 6:52:00 PM] Redstone Scientist: Cool :D
- [3/15/16, 8:18:02 PM] Redstone Scientist: MrGarretto I'd love it if you joined our discord server for the map! You'd be joining as an expert, basically just in case we need something. But you'd also be able to opt into updates and announcements if you like! https://discord.gg/0tDd8QxPKmk1SEQw
- [3/15/16, 8:40:30 PM] MrGarretto: done :)
- [3/15/16, 8:44:34 PM] Redstone Scientist: Thanks :D
- [3/15/16, 8:44:53 PM] Redstone Scientist: Naturally I'd prefer it if you didn't share any information we've exchanged about the
- [3/15/16, 8:44:57 PM] Redstone Scientist: NPCs or anything
- [3/15/16, 8:44:59 PM] Redstone Scientist: Spoilers and all that
- [3/15/16, 8:45:17 PM] MrGarretto: in the discord chat?
- [3/15/16, 8:45:31 PM] Redstone Scientist: No outside the discord chat
- [3/15/16, 8:45:40 PM] MrGarretto: oh.. ok... I was gonna say... :P
- [3/15/16, 8:45:43 PM] Redstone Scientist: But yeah we aren't telling the modelers too much
- [3/15/16, 8:45:46 PM] Redstone Scientist: But its fine if you do
- [3/16/16, 10:55:32 AM] Redstone Scientist: The problem with 13.000002 and 14 and 15 still aren't. Fixed
- [3/16/16, 7:34:23 PM] Redstone Scientist: I've got a ghost keyframe that I can't delete
- [3/16/16, 7:35:17 PM] Redstone Scientist: Fixed it by shortening the time and then putting it back
- [3/16/16, 7:43:21 PM] Redstone Scientist: The tick number problem is fixed nvm
- [3/16/16, 7:54:08 PM] Redstone Scientist: I'm using a timeline of only 19 frames. Why is it exporting 20?
- [3/16/16, 7:58:50 PM] Redstone Scientist: Ok for some reason it's exporting Tick 0 twice
- [3/16/16, 8:00:02 PM] Redstone Scientist: Wait even after getting rid of that I still have 20. Tick 0 -19
- [3/16/16, 8:00:08 PM] Redstone Scientist: So it's exporting 21
- [3/16/16, 8:00:18 PM] Redstone Scientist: The last tick is identical to the second to last tick
- [3/16/16, 8:00:27 PM] MrGarretto: hmm
- [3/16/16, 8:00:34 PM] MrGarretto: can you send me the project text on pastebin?
- [3/16/16, 8:00:57 PM] Redstone Scientist: http://pastebin.com/6rfFf7td
- [3/16/16, 8:03:31 PM] MrGarretto: you're talking about the export list thing, right?
- [3/16/16, 8:03:38 PM] MrGarretto: because it only seems to go to 19 for me
- [3/16/16, 8:03:38 PM] Redstone Scientist: yes
- [3/16/16, 8:03:46 PM] Redstone Scientist: I only checked the first 2 boxes
- [3/16/16, 8:04:24 PM] MrGarretto: http://pastebin.com/E4g3HgRF
- [3/16/16, 8:04:34 PM] MrGarretto: oh
- [3/16/16, 8:04:41 PM] MrGarretto: hang on... now it's doing what you said
- [3/16/16, 8:04:53 PM] Redstone Scientist: Yeah. If there are 19 ticks, then including tick 0 it should be tick 18 max
- [3/16/16, 8:04:56 PM] Redstone Scientist: And tick 0 is done twice
- [3/16/16, 9:12:49 PM] Redstone Scientist: OK the issue with the last tick being duplicated is fixed. But there are still 2 zeroes
- [3/16/16, 10:07:39 PM] Redstone Scientist: Feature Suggestion: Allow the user to input a custom origin point so that you can export with absolute coordinates
- [3/24/16, 1:56:45 AM] Redstone Scientist: So there's just one more feature we need to get going: Absolute Coordinates. I'd love to be able to set a custom origin point for the program and then specify on each keyframe if I want it to be absolute coordinates or not
- [3/24/16, 6:50:54 AM] MrGarretto: Yep, I'll be going out of town today but I'll try adding that with my laptop while I'm gone ;)
- [3/24/16, 11:01:42 AM] Redstone Scientist: Thanks! :D have a great time!
- [3/29/16, 11:38:11 PM] Redstone Scientist: Absolute coordinates done?
- [3/29/16, 11:40:42 PM] MrGarretto: Not yet
- [3/29/16, 11:40:49 PM] Redstone Scientist: ok. Just let me know :D
- [3/29/16, 11:41:19 PM] Redstone Scientist: And I apologize, I don't remember, did you implement a way to change the item (with replace item) on a particular keyframe?
- [3/29/16, 11:42:20 PM] MrGarretto: I should have some time to add the absolute coordinates tomorrow, and also, no, I haven't implemented that yet, but I'll give that a try as well tomorrow
- [3/29/16, 11:42:30 PM] Redstone Scientist: Thanks.
- [3/29/16, 11:42:46 PM] Redstone Scientist: But you DID add the exporting of item names though.
- [3/29/16, 11:42:47 PM] Redstone Scientist: Right?
- [3/29/16, 11:43:05 PM] MrGarretto: I thought it already did that?
- [3/29/16, 11:43:13 PM] Redstone Scientist: So thats a yes lol
- [3/29/16, 11:43:34 PM] Redstone Scientist: I just checked. Yup lol
- [3/29/16, 11:44:24 PM] Redstone Scientist: Basically what I'm looking to do is to have the regular arm model through most of the animation and then, say, at the 23rd tick, change it to the bent arm model, and back. And I'd like to be able to see that in the export process (Which is already implemented)
- [3/29/16, 11:44:32 PM] Redstone Scientist: Thanks again for all your help! :D
- [3/29/16, 11:44:36 PM] MrGarretto: Ok, that's what I thought :P
- [3/29/16, 11:47:18 PM] MrGarretto: Yeah that shouldn't be too hard to add in the code... The only thing is that it might still have to show it as the original item in the tool if I can't come up with a way to do it that isn't to resource extensive
- [3/30/16, 10:33:32 PM] MrGarretto: I just added the absolute coordinates feature: it's under the options screen now. The custom items for each keyframe will take a little longer though
- [3/30/16, 10:33:43 PM] Redstone Scientist: Yay! Thank you :D
- [3/30/16, 10:34:19 PM] MrGarretto: When I add the custom items for each keyframe, I'll also make it so that you can have custom coordinate offsets for each keyframe too
- [3/30/16, 10:34:30 PM] Redstone Scientist: Hmm?
- [3/30/16, 10:35:00 PM] MrGarretto: Right now, it's just one setting which affects all keyframes
- [3/30/16, 10:35:09 PM] Redstone Scientist: Ah i see. Wonderful
- [3/31/16, 12:31:59 PM] Redstone Scientist: If I have absolute coordinates checked, I'd like the model's coordinates to also be absolute from that origin point. Does that make sense? So if I have 123,123,123 as my origin. I'd like the coordinates that show up in the program to update to 123,123,123
- [3/31/16, 2:00:22 PM] MrGarretto: Oh so you mean the coordinates that show when you select an object?
- [3/31/16, 2:03:28 PM] Redstone Scientist: yes
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