TheRedstoneScientist

Archive of Garretto Convo

Mar 31st, 2016
136
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 56.65 KB | None | 0 0
  1. [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. [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
  3. [2/6/16, 1:57:00 PM] Redstone Scientist: Ok. I'll have to do that later
  4. [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.
  5. 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.
  6. In order to pose the character, we need to individually pose each of the 7 armor stands' heads to our desired position.
  7. 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
  8. [2/6/16, 7:18:02 PM] Redstone Scientist: Is it pose 1 pose 2 and generate in between?
  9. [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
  10. [2/6/16, 9:50:39 PM] Redstone Scientist: Yes. Great!
  11. [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
  12. [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
  13. [2/7/16, 12:12:17 PM] Redstone Scientist: Yes plz
  14. I really hope you can get that working
  15. [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
  16. [2/13/16, 1:47:30 AM] Redstone Scientist: Jragon and I are just getting nervous about our map :P
  17. [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
  18. [2/13/16, 2:49:24 PM] Redstone Scientist: ok great! Thanks
  19. [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
  20. [2/23/16, 4:15:55 PM] Redstone Scientist: You can summon all of them like this:
  21. [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"]}
  22. [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
  23. [2/23/16, 11:28:32 PM] MrGarretto: Image
  24. [2/24/16, 8:58:51 PM] MrGarretto: Image
  25. [2/24/16, 8:59:01 PM] Redstone Scientist: Sweet!
  26. [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
  27. [2/24/16, 9:52:09 PM] MrGarretto: hmm.. I'll check that out in a minute
  28. [2/24/16, 10:57:46 PM] MrGarretto: The saving problem should be fixed now :)
  29. [2/24/16, 10:57:52 PM] Redstone Scientist: Great Thanks! :D
  30. [2/24/16, 10:58:00 PM] Redstone Scientist: Can't try it now but I will later
  31. [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
  32. [2/24/16, 11:15:33 PM] Redstone Scientist: Nvm
  33. [2/24/16, 11:15:34 PM] Redstone Scientist: It does
  34. [2/24/16, 11:15:37 PM] Redstone Scientist: It was my mistake
  35. [2/24/16, 11:15:43 PM] MrGarretto: Oh, ok
  36. [2/24/16, 11:15:44 PM] Redstone Scientist: I was reading it from the conditional blank ones
  37. [2/24/16, 11:15:49 PM] Redstone Scientist: I thought they were there for a different reason
  38. [2/24/16, 11:16:02 PM] Redstone Scientist: You know how it makes blank commands to accommodate conditional blocks?
  39. [2/24/16, 11:16:04 PM] Redstone Scientist: That
  40. [2/24/16, 11:16:15 PM] MrGarretto: they have the word undefined in them?
  41. [2/24/16, 11:16:32 PM] Redstone Scientist: It says instead of {Command:} It says {undefinedCommand:}
  42. [2/24/16, 11:16:42 PM] Redstone Scientist: It takes up characters actually
  43. [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
  44. [2/24/16, 11:22:00 PM] Redstone Scientist: http://pastebin.com/grBYtUGM
  45. [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
  46. [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.
  47. [2/24/16, 11:27:46 PM] Redstone Scientist: I thought it did but it doesn't seem to be working
  48. [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 ;)
  49. [2/24/16, 11:49:14 PM] Redstone Scientist: Sure. Thank you!
  50. [2/24/16, 11:49:32 PM] Redstone Scientist: Last thing sorry, do the tags like @TAG-1 work in the sign commands?
  51. [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
  52. [2/24/16, 11:50:39 PM] MrGarretto: I could also add that feature tomorrow, though
  53. [2/25/16, 12:09:14 AM] Redstone Scientist: Also @prev doesn't work
  54. [2/25/16, 12:09:17 AM] Redstone Scientist: :P
  55. [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.
  56. [2/25/16, 11:54:29 PM] MrGarretto: Image
  57. [2/26/16, 6:54:37 AM] Redstone Scientist: Great! :D nice find!
  58. [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?
  59. [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?
  60. [3/6/16, 11:43:03 PM] MrGarretto: diamond_hoe:(damage value)
  61. [3/6/16, 11:43:09 PM] Redstone Scientist: It turns it red
  62. [3/6/16, 11:43:14 PM] Redstone Scientist: Does it have to be in parenthesis?
  63. [3/6/16, 11:43:18 PM] MrGarretto: no
  64. [3/6/16, 11:43:39 PM] Redstone Scientist: Yeah it won't let me do that
  65. [3/6/16, 11:43:48 PM] MrGarretto: Image
  66. [3/6/16, 11:43:50 PM] Redstone Scientist: Will it load the texture if its only on a certain damage value and unbreakable?
  67. [3/6/16, 11:44:13 PM] MrGarretto: yeah
  68. [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
  69. [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?
  70. [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
  71. [3/6/16, 11:45:29 PM] Redstone Scientist: ok great! :D
  72. [3/6/16, 11:45:32 PM] Redstone Scientist: Thanks so much again!
  73. [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...
  74. [3/6/16, 11:46:15 PM] MrGarretto: I could give it a try tomorrow though
  75. [3/6/16, 11:47:43 PM] Redstone Scientist: I can't get the unbreakable tag NBT to work
  76. [3/6/16, 11:51:48 PM] Redstone Scientist: Hmm... nope. Can't get the tag to work
  77. [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
  78. [3/6/16, 11:55:26 PM] MrGarretto: looking through that part of the code right now
  79. [3/6/16, 11:56:56 PM] MrGarretto: try reloading the page and doing it now
  80. [3/6/16, 11:57:00 PM] MrGarretto: there was a typo :P
  81. [3/6/16, 11:57:08 PM] Redstone Scientist: One last thing sorry: When I type 1536 i'm getting the texture for 1537
  82. [3/6/16, 11:57:34 PM] Redstone Scientist: That first problem is fixed :D
  83. [3/6/16, 11:57:59 PM] Redstone Scientist: Although now the texture appears even if it ISN'T unbreakable
  84. [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?
  85. [3/7/16, 12:00:11 AM] Redstone Scientist: YUP :D
  86. [3/7/16, 12:00:13 AM] Redstone Scientist: Thanks
  87. [3/7/16, 12:00:33 AM] MrGarretto: and for the unbreakable thing, can you explain to me what it's all about?
  88. [3/7/16, 12:00:49 AM] Redstone Scientist: So I put: {tag:{Unbreakable:1}} in the NBT
  89. [3/7/16, 12:00:53 AM] Redstone Scientist: And i get the same texture
  90. [3/7/16, 12:01:02 AM] MrGarretto: what nbt?
  91. [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
  92. [3/7/16, 12:01:18 AM] Redstone Scientist: When you click manipulate
  93. [3/7/16, 12:01:41 AM] MrGarretto: that's the nbt for the actual armorstand
  94. [3/7/16, 12:01:51 AM] Redstone Scientist: ooooooohh. Well then this won't work
  95. [3/7/16, 12:01:59 AM] Redstone Scientist: Cause the items have to have the unbreakable tag for those textures to show up
  96. [3/7/16, 12:02:12 AM] MrGarretto: i think it will automatically add it
  97. [3/7/16, 12:02:28 AM] Redstone Scientist: Huh? Well what if I don't want it some time?
  98. [3/7/16, 12:02:43 AM] MrGarretto: that's why I'm going to add another textbox to the manipulate thing :P
  99. [3/7/16, 12:02:47 AM] Redstone Scientist: oh
  100. [3/7/16, 12:02:48 AM] Redstone Scientist: haha
  101. [3/7/16, 12:02:54 AM] Redstone Scientist: thanks for the help man! Really love it!
  102. [3/7/16, 12:03:34 AM] Redstone Scientist: This message has been removed.
  103. [3/7/16, 12:06:15 AM] Redstone Scientist: Feature suggestion: Ability to select multiple objects to move and rotate them at once
  104. [3/7/16, 12:06:38 AM] MrGarretto: I was actually working on that earlier today ;)
  105. [3/7/16, 12:06:54 AM] MrGarretto: I got the the point where you can select multiple objects by holding control
  106. [3/7/16, 12:07:03 AM] MrGarretto: but haven't worked on it any more since then
  107. [3/7/16, 12:07:23 AM] Redstone Scientist: Also an undo feature :P
  108. [3/7/16, 12:07:44 AM] MrGarretto: maybe
  109. [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
  110. [3/7/16, 12:10:13 AM] MrGarretto: when you sent me that, the project saving feature was not implemented yet :( sorry!
  111. [3/7/16, 12:10:27 AM] Redstone Scientist: That's okay :)
  112. [3/7/16, 12:11:01 AM] Redstone Scientist: Btw I assume large is always armor stand head slot?
  113. [3/7/16, 12:11:28 AM] MrGarretto: large is a regular sized armorstand with the head slot
  114. [3/7/16, 12:11:34 AM] MrGarretto: medium is a small armorstand in the head slot
  115. [3/7/16, 12:11:46 AM] MrGarretto: and small is a baby villager
  116. [3/7/16, 12:13:44 AM] Redstone Scientist: Also the model offsets from the resource pack don't seem to be taking effect.
  117. [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
  118. [3/7/16, 12:16:32 AM] MrGarretto: well, the manipulation for item nbt is added
  119. [3/7/16, 12:16:38 AM] Redstone Scientist: Yay!
  120. [3/7/16, 12:16:44 AM] Redstone Scientist: That was fast
  121. [3/7/16, 12:16:50 AM] MrGarretto: but it won't update whether or not it previews the model in the tool
  122. [3/7/16, 12:17:01 AM] MrGarretto: it will always show it for now
  123. [3/7/16, 12:26:24 AM] MrGarretto: On 3/7/16, at 12:13 AM, Redstone Scientist wrote:
  124. > Also the model offsets from the resource pack don't seem to be taking effect.
  125. i'll have to look at that tomorrow... im going to bed now - adios!
  126. [3/7/16, 12:41:31 PM] Redstone Scientist: I can't seem to add skulls
  127. [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
  128. [3/7/16, 12:46:27 PM] Redstone Scientist: Rather than having to delete and replace them
  129. [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?
  130. [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.
  131. [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}}}
  132. [3/7/16, 12:54:33 PM] Redstone Scientist: This message has been removed.
  133. [3/7/16, 12:56:26 PM] Redstone Scientist: This message has been removed.
  134. [3/7/16, 12:56:33 PM] Redstone Scientist: This message has been removed.
  135. [3/7/16, 1:01:27 PM] Redstone Scientist: Yeah try this: It
  136. [3/7/16, 1:01:30 PM] Redstone Scientist: It isn't working: http://pastebin.com/YK8dKnrw
  137. [3/7/16, 2:53:48 PM] Redstone Scientist: Hmmm.... the darkness issue sucks
  138. [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
  139. [3/7/16, 2:57:56 PM] Redstone Scientist: Yeah I'm finding a lot of bugs :P
  140. [3/7/16, 2:58:49 PM] Redstone Scientist: Ok I think the issue is with using small sizes. The villagers are falling
  141. [3/7/16, 3:05:32 PM] Redstone Scientist: The strict movement doesn't work
  142. [3/7/16, 3:11:29 PM] Redstone Scientist: I'm trying to do the right click on the timeline but it disappears instantly
  143. [3/7/16, 3:15:22 PM] Redstone Scientist: Ok I think it's just that I can't get the interpolation to work
  144. [3/7/16, 3:16:37 PM] Redstone Scientist: https://gyazo.com/76e5f1c064ae19cfce70060540db4ec0
  145. [3/7/16, 3:17:34 PM] Redstone Scientist: Ok I can't get anything in this program to work :P
  146. [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
  147. [3/7/16, 3:21:03 PM] Redstone Scientist: And yet your projects in the video work
  148. [3/7/16, 3:40:20 PM] Redstone Scientist: I can sometimes get the interpolation to work but the small size NEVER works
  149. [3/7/16, 3:41:20 PM] Redstone Scientist: This should not be moving the diamond ore.:
  150. [3/7/16, 3:41:35 PM] Redstone Scientist: http://pastebin.com/APe2Q9hq
  151. [3/7/16, 3:42:59 PM] Redstone Scientist: https://gyazo.com/55e82cae6728ef12d0faa97622b571db
  152. [3/7/16, 3:46:44 PM] Redstone Scientist: Also why do they keep respawning?
  153. [3/7/16, 5:28:34 PM] MrGarretto: Hey - sorry I took so long to respond; i was a little busy today :(
  154. I fixed the problem with the animation timeline not loading correctly in certain browser versions of chrome and firefox
  155. 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
  156. [3/7/16, 5:29:07 PM] MrGarretto: and after that is fixed, I will fix the bug with model offsets
  157. [3/7/16, 5:36:52 PM] Redstone Scientist: Great. Thank you. Will you let me know when it's fixed?
  158. [3/7/16, 5:38:09 PM] MrGarretto: of course! :)
  159. [3/7/16, 5:43:11 PM] Redstone Scientist: Let me know if at any time you find all of these messages overwhelming ;)
  160. [3/7/16, 5:43:54 PM] MrGarretto: it's fine, they are very helpful!
  161. [3/7/16, 8:52:41 PM] MrGarretto: The small blocks should do everything correctly now
  162. [3/7/16, 8:54:46 PM] MrGarretto: On 3/7/16, at 3:11 PM, Redstone Scientist wrote:
  163. > I'm trying to do the right click on the timeline but it disappears instantly
  164. what browser are you using?
  165. [3/7/16, 9:07:55 PM] Redstone Scientist: I tried safari chrome and Firefox
  166. [3/7/16, 9:09:06 PM] MrGarretto: Hmm.. it might be because it is detecting it as a popup?
  167. [3/7/16, 11:11:31 PM] Redstone Scientist: Nope
  168. [3/7/16, 11:11:39 PM] Redstone Scientist: I disabled adblocker
  169. [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
  170. [3/7/16, 11:35:35 PM] Redstone Scientist: nope
  171. [3/7/16, 11:35:40 PM] Redstone Scientist: I'm on a mac laptop btw
  172. [3/9/16, 1:17:22 PM] Redstone Scientist: Have you been able to reproduce it?
  173. [3/9/16, 1:17:27 PM] Redstone Scientist: Otherwise animation won't work for me
  174. [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?
  175. [3/9/16, 1:20:41 PM] Redstone Scientist: Also solid blocks won't work in single mode
  176. [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
  177. [3/9/16, 1:27:42 PM] MrGarretto: And no, i still haven't been able to reproduce the right click thing
  178. [3/9/16, 1:38:51 PM] Redstone Scientist: Another feature suggestion, a mirror button to mirror across a chosen axis
  179. [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
  180. [3/9/16, 1:49:36 PM] Redstone Scientist: It may just be because of the way it's rotated
  181. [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.
  182. [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}}}
  183. [3/9/16, 1:58:05 PM] Redstone Scientist: Also why do the models sometimes teleport away? https://gyazo.com/5bce9d7bcd47372c4d3a144b00992985
  184. [3/9/16, 2:02:12 PM] Redstone Scientist: Also the solid blocks thing doesn't update the command
  185. [3/9/16, 3:22:42 PM] Redstone Scientist: U use Mac?
  186. [3/9/16, 5:22:35 PM] Redstone Scientist: also skulls are still not implemented
  187. [3/9/16, 5:30:40 PM] Redstone Scientist: Huh. The right click thing seems to have fixed itself
  188. [3/9/16, 5:30:44 PM] MrGarretto: On 3/9/16, at 3:22 PM, Redstone Scientist wrote:
  189. > U use Mac?
  190. I use windows, but I was able to reproduce it on another computer
  191. [3/9/16, 5:30:52 PM] Redstone Scientist: ah ok
  192. [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
  193. [3/9/16, 5:32:03 PM] Redstone Scientist: Sorry I was getting my phone repaired so i couldn't see it
  194. [3/9/16, 5:32:04 PM] Redstone Scientist: Lol
  195. [3/9/16, 5:32:14 PM] Redstone Scientist: But the model offset problem is still the biggest concern atm imo
  196. [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
  197. [3/9/16, 5:34:04 PM] Redstone Scientist: Let me try pasting it into your command combiner
  198. [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
  199. [3/9/16, 5:40:42 PM] Redstone Scientist: Why is this happening? On the program I have it rotating in place
  200. [3/9/16, 5:40:44 PM] Redstone Scientist: https://gyazo.com/82340e91f298f7ea9afea9fcf291df9a
  201. [3/9/16, 5:42:10 PM] MrGarretto: It isn't applying the rotational offsets...
  202. [3/9/16, 5:42:21 PM] MrGarretto: Are those torches small?
  203. [3/9/16, 5:42:35 PM] Redstone Scientist: No
  204. [3/9/16, 5:42:36 PM] Redstone Scientist: Large
  205. [3/9/16, 5:42:49 PM] Redstone Scientist: I'm gonna try strict movement
  206. [3/9/16, 5:47:12 PM] Redstone Scientist: This is what happens with strict movement: https://gyazo.com/5311c416f6aa87671a7eae80d37b143b
  207. [3/9/16, 5:47:52 PM] Redstone Scientist: Why the heck does non strict movement add so many characters?
  208. [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
  209. [3/9/16, 5:49:58 PM] MrGarretto: So the non strict movement needs to account for that
  210. [3/9/16, 5:50:08 PM] Redstone Scientist: hmmm
  211. [3/9/16, 5:50:23 PM] MrGarretto: But that obviously wouldn't happen when the entity is being resummoned each tick
  212. [3/9/16, 5:50:32 PM] Redstone Scientist: Yeah but it isn't working :P
  213. [3/9/16, 5:50:45 PM] MrGarretto: Fixing it right now
  214. [3/9/16, 5:55:42 PM] Redstone Scientist: The rotation offset or the strict movement?
  215. [3/9/16, 5:55:48 PM] MrGarretto: both
  216. [3/9/16, 5:56:00 PM] Redstone Scientist: Also it doesn't let you have more than one in a world very well
  217. [3/9/16, 5:56:08 PM] Redstone Scientist: As you saw in the gif I previously sent
  218. [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
  219. [3/9/16, 5:58:06 PM] MrGarretto: it's not actually supposed to ever show what the interpolated frames look like
  220. [3/9/16, 5:58:11 PM] Redstone Scientist: Ah
  221. [3/9/16, 5:58:13 PM] MrGarretto: but it might be good to add an option to show that
  222. [3/9/16, 5:58:23 PM] Redstone Scientist: It already does when you hit generate
  223. [3/9/16, 5:58:51 PM] MrGarretto: a way that isn't a side-effect of something else would still be better :P
  224. [3/9/16, 5:59:49 PM] Redstone Scientist: In addition to skulls, redstone dust will not work
  225. [3/9/16, 6:02:32 PM] Redstone Scientist: The change ID function doesn't work when changing an existing object
  226. [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
  227. [3/9/16, 6:06:29 PM] Redstone Scientist: You ought to have a bug reporting feature
  228. [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
  229. [3/9/16, 6:07:08 PM] Redstone Scientist: I mean it should be
  230. [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
  231. [3/9/16, 6:16:02 PM] Redstone Scientist: Maybe lit redstone lamps don't work on villagers?
  232. [3/9/16, 6:16:23 PM] Redstone Scientist: Nope don't work on armor stands either
  233. [3/9/16, 6:16:36 PM] MrGarretto: I guess they aren't wearable
  234. [3/9/16, 6:16:42 PM] MrGarretto: I'll have to remove them from the list
  235. [3/9/16, 6:17:04 PM] Redstone Scientist: Darn it
  236. [3/9/16, 6:17:27 PM] Redstone Scientist: Another feature suggestion: New project. Otherwise you have to just refresh to clear the page
  237. [3/9/16, 6:19:03 PM] Redstone Scientist: Hmmm... It's not letting me click single anymore
  238. [3/9/16, 6:19:14 PM] MrGarretto: you can't have animations enabled
  239. [3/9/16, 6:19:18 PM] Redstone Scientist: I don't
  240. [3/9/16, 6:19:30 PM] Redstone Scientist: The thing isn't greyed out
  241. [3/9/16, 6:20:50 PM] Redstone Scientist: Actually nothing will generate now
  242. [3/9/16, 6:21:07 PM] Redstone Scientist: Why do I suddenly have so many keyframes?
  243. [3/9/16, 6:21:20 PM] Redstone Scientist: Is that you? Did you just add that?
  244. [3/9/16, 6:21:36 PM] MrGarretto: no, you are probably seeing the interpolated frames because something crashed
  245. [3/9/16, 6:21:36 PM] Redstone Scientist: Yeah nothing is generating
  246. [3/9/16, 6:21:40 PM] Redstone Scientist: Ah
  247. [3/9/16, 6:22:31 PM] Redstone Scientist: Every time I hit generate the keyframes appear but I get no commands
  248. [3/9/16, 6:22:36 PM] Redstone Scientist: I think you broke something :P
  249. [3/9/16, 6:28:47 PM] Redstone Scientist: Fixed
  250. [3/9/16, 6:33:14 PM] Redstone Scientist: This message has been removed.
  251. [3/9/16, 6:33:34 PM] Redstone Scientist: This message has been removed.
  252. [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.
  253. [3/9/16, 6:47:31 PM] Redstone Scientist: Let me know when you fix the rotation offset thing :D
  254. [3/9/16, 6:49:22 PM] Redstone Scientist: What does the entity to attach to box do?
  255. [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
  256. [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
  257. [3/9/16, 6:57:30 PM] MrGarretto: attach to entity makes all of the armorstand's follow that entity
  258. [3/9/16, 6:57:37 PM] MrGarretto: and it works with animations
  259. [3/9/16, 6:57:56 PM] Redstone Scientist: What works with animations? That feature?
  260. [3/9/16, 6:58:36 PM] MrGarretto: yeah
  261. [3/9/16, 7:27:44 PM] MrGarretto: strict movement is fixed
  262. [3/9/16, 7:27:54 PM] MrGarretto: now i need to check out the offsets
  263. [3/9/16, 7:37:08 PM] MrGarretto: By offsets, you mean the display translations, right?
  264. [3/9/16, 7:37:13 PM] MrGarretto: because they are working fine for me
  265. [3/9/16, 7:37:34 PM] MrGarretto: Image
  266. [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?
  267. [3/9/16, 7:37:49 PM] MrGarretto: I just made that model to test; it has translation [0, -16, 0]
  268. [3/9/16, 7:37:56 PM] MrGarretto: oh
  269. [3/9/16, 7:37:59 PM] Redstone Scientist: https://gyazo.com/82340e91f298f7ea9afea9fcf291df9a
  270. [3/9/16, 7:38:15 PM] MrGarretto: so it has nothing to do with resource packs?
  271. [3/9/16, 7:38:30 PM] Redstone Scientist: No.
  272. [3/9/16, 7:38:38 PM] MrGarretto: oh, ok; that makes much more sense now
  273. [3/9/16, 7:38:46 PM] Redstone Scientist: Do you understand what's happening?
  274. [3/9/16, 7:39:04 PM] MrGarretto: it looks like it is applying the rotation offsets backwards
  275. [3/9/16, 7:39:19 PM] Redstone Scientist: Here's a comparison: https://mrgarretto.com/model/?p=767
  276. [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
  277. [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
  278.  
  279. 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
  280. [3/9/16, 7:46:14 PM] Redstone Scientist: Ok well look at the second one I sent
  281. [3/9/16, 7:49:32 PM] MrGarretto: That is one of the things I am still trying to figure out
  282. [3/9/16, 7:50:10 PM] MrGarretto: why is this villager's head not 90 degrees?
  283. [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}]}]}
  284. [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
  285. [3/9/16, 7:51:25 PM] MrGarretto: not if they have NoAI
  286. [3/9/16, 7:52:43 PM] Redstone Scientist: Idk
  287. [3/9/16, 7:52:53 PM] MrGarretto: I'll be trying to figure this out
  288. [3/9/16, 7:52:59 PM] MrGarretto: I'll tell you immediately when I do
  289. [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
  290. [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
  291. [3/9/16, 7:55:00 PM] MrGarretto: I'm going to try posting it to reddit
  292. [3/9/16, 7:55:05 PM] Redstone Scientist: hmmm
  293. [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
  294. [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?
  295. [3/9/16, 8:15:31 PM] MrGarretto: that would only work for small armorstands though?
  296. [3/9/16, 8:15:41 PM] MrGarretto: *i mean villagers
  297. [3/9/16, 8:16:13 PM] MrGarretto: i guess it would work for armorstands too, but it only allows 2-axis rotation
  298. [3/9/16, 8:16:16 PM] Redstone Scientist: Well you could add a conditional statement in your code,
  299. 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.
  300. [3/9/16, 8:16:21 PM] Redstone Scientist: It would save on space
  301. [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
  302. [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
  303. [3/9/16, 8:18:49 PM] Redstone Scientist: oh really? darn
  304. [3/9/16, 8:19:20 PM] MrGarretto: but the first argument changes the y rotation
  305. [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
  306. [3/10/16, 4:36:34 PM] MrGarretto: On 3/9/16, at 6:55 PM, Redstone Scientist wrote:
  307. > Also don't forget the issue with having multiple instances of an object in your world
  308. just fixed this, but I'm pretty sure you'll have to be in 1.9.1 pre for it to work
  309. [3/11/16, 5:54:35 PM] Redstone Scientist: Any luck on the offset problem?
  310. [3/11/16, 5:55:13 PM] MrGarretto: I've figured out what was causing it... Now I'm working on the fix
  311. [3/11/16, 6:01:47 PM] Redstone Scientist: Sweet. What was causing it?
  312. [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
  313. [3/11/16, 6:10:00 PM] Redstone Scientist: ...I'll take your word for it lol
  314. [3/13/16, 1:33:26 PM] MrGarretto: http://pastebin.com/tD5CM73A
  315. [3/13/16, 1:33:38 PM] MrGarretto: load your resource pack into the tool, then import that project
  316. [3/13/16, 1:34:36 PM] MrGarretto: Image
  317. [3/13/16, 3:40:12 PM] MrGarretto: also, I forgot to mention, the change block/item id textbox is fixed too
  318. [3/13/16, 3:50:39 PM] Redstone Scientist: THANK YOU THANK YOU THANK YOU :D :D
  319. [3/13/16, 3:51:10 PM] Redstone Scientist: How about the rotation and position discrepancies from program to game?
  320. [3/13/16, 3:51:31 PM] MrGarretto: for the custom displays?
  321. [3/13/16, 3:51:33 PM] MrGarretto: on models?
  322. [3/13/16, 3:52:34 PM] Redstone Scientist: No
  323. Remember how my diamond project was summoning the diamonds with the wrong rotation and position
  324. [3/13/16, 3:52:38 PM] Redstone Scientist: Look back in the chat
  325. [3/13/16, 3:54:38 PM] MrGarretto: https://bugs.mojang.com/browse/MC-99363?filter=-2
  326. [3/13/16, 3:54:41 PM] MrGarretto: it is a minecraft bug
  327. [3/13/16, 3:55:20 PM] MrGarretto: but here is a test I made with your model
  328. [3/13/16, 3:55:21 PM] MrGarretto: https://gfycat.com/GlitteringBigheartedFunnelweaverspider
  329. [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)
  330. [3/13/16, 3:57:08 PM] Redstone Scientist: Thank you ever so much! Both Jragon and I really appreciate this
  331. But what you're saying is it's only a problem with "Small" sizes
  332. [3/13/16, 3:57:10 PM] Redstone Scientist: ?
  333. [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
  334. [3/13/16, 3:58:04 PM] MrGarretto: I might be able to make it cancel-out the weird rotation by merging 2 rotations
  335. [3/13/16, 3:58:14 PM] Redstone Scientist: But the armor stands are fine?
  336. Can u post that bug on Twitter btw? So I can retweet it?
  337. [3/13/16, 3:58:30 PM] MrGarretto: sure
  338. [3/13/16, 3:58:31 PM] Redstone Scientist: I suggest not doing that btw. Don't lean into the bug
  339. [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
  340. [3/13/16, 4:00:05 PM] Redstone Scientist: Tell redstone helper
  341. [3/13/16, 4:00:10 PM] Redstone Scientist: Post yours
  342. [3/13/16, 4:01:30 PM] Redstone Scientist: Can u tag me?
  343. [3/13/16, 4:09:58 PM] MrGarretto: in the tweet?
  344. [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
  345. [3/13/16, 4:13:22 PM] MrGarretto: so I'm going to link that one instead
  346. [3/13/16, 4:14:54 PM] Redstone Scientist: Ok thanks
  347. [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
  348. [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
  349. [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?
  350. [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?
  351. So for example, one would look like this:
  352.  
  353. Object 1 [Tick1]: (0, 0.25, 3.4) Pose:{Head:[0f,0f,180f]}
  354. Object 2 etc etc
  355.  
  356. and then on to:
  357. Object 1 [Tick2]:
  358. etc etc
  359. [3/14/16, 12:51:38 PM] Redstone Scientist: That would be immensely helpful!
  360. [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
  361. [3/14/16, 3:15:37 PM] Redstone Scientist: Also, when you have some time, could you teach me how you calculate interpolation? :D
  362. [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
  363. [3/14/16, 3:35:24 PM] MrGarretto: "Object 1 [Tick1]: (0, 0.25, 3.4) Pose:{Head:[0f,0f,180f]}
  364. Object 2 etc etc"
  365.  
  366. I could probably do this pretty easily actually
  367. [3/14/16, 3:35:40 PM] Redstone Scientist: Yes! That would be wonderful!
  368. [3/14/16, 3:35:44 PM] MrGarretto: also, I'll make an option to disable object rotation centers
  369. [3/14/16, 3:35:50 PM] Redstone Scientist: That's a good idea as well
  370. [3/14/16, 3:35:53 PM] Redstone Scientist: I'd need that
  371. [3/14/16, 3:35:53 PM] MrGarretto: which will solve this
  372. [3/14/16, 3:35:54 PM] MrGarretto: On 3/14/16, at 12:44 PM, Redstone Scientist wrote:
  373. > 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?
  374.  
  375. [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?
  376. [3/14/16, 3:36:33 PM] MrGarretto: yeah
  377. [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
  378. [3/14/16, 3:36:49 PM] Redstone Scientist: Or passengers rather
  379. [3/14/16, 3:36:51 PM] MrGarretto: yep
  380. [3/14/16, 3:36:55 PM] Redstone Scientist: Cool
  381. [3/14/16, 3:36:57 PM] Redstone Scientist: That'd be great!
  382. [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
  383. [3/14/16, 3:38:16 PM] Redstone Scientist: So I'm planning on plugging the text file into this sheet and viola!
  384. [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
  385. [3/14/16, 3:44:24 PM] Redstone Scientist: For 1-click stuff
  386. [3/14/16, 3:44:53 PM] MrGarretto: minecart command blocks are always better
  387. [3/14/16, 3:44:56 PM] Redstone Scientist: k cool
  388. [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
  389. [3/14/16, 6:47:15 PM] Redstone Scientist: Thanks!
  390. Yeah those two features, the text file thing and the toggle center rotation are the big ones I'm waiting for
  391. [3/14/16, 11:12:28 PM] MrGarretto: Image
  392. [3/14/16, 11:12:31 PM] MrGarretto: Image
  393. [3/14/16, 11:13:09 PM] Redstone Scientist: HUZZAH!
  394. [3/14/16, 11:13:13 PM] Redstone Scientist: So is it done?
  395. [3/14/16, 11:13:45 PM] MrGarretto: I think so - Unless you need any more modifications to either of those features
  396. [3/14/16, 11:14:03 PM] Redstone Scientist: Woot woot! Thank you so much man! I really appreciate this as does Jragon
  397. [3/14/16, 11:14:08 PM] Redstone Scientist: You're a life saver!
  398. [3/14/16, 11:14:22 PM] MrGarretto: np :D
  399. [3/14/16, 11:18:13 PM] Redstone Scientist: I can't sign in to my google account on the program anymore
  400. [3/14/16, 11:18:36 PM] MrGarretto: Is there an error message or anything? I just tried it and it worked for me
  401. [3/14/16, 11:18:44 PM] Redstone Scientist: Nope. Let me try restarting my browser
  402. [3/14/16, 11:19:07 PM] Redstone Scientist: Fixed
  403. [3/14/16, 11:19:16 PM] MrGarretto: ok, cool
  404. [3/14/16, 11:26:31 PM] Redstone Scientist: Btw I think you should have the enable center rotation toggled ON by default
  405. [3/14/16, 11:27:14 PM] MrGarretto: it is?
  406. [3/14/16, 11:27:23 PM] Redstone Scientist: not in my existing project
  407. [3/14/16, 11:27:30 PM] MrGarretto: oh whoops
  408. [3/14/16, 11:28:37 PM] MrGarretto: *fixed
  409. [3/14/16, 11:28:42 PM] Redstone Scientist: thanks
  410. [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?
  411. [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
  412. [3/14/16, 11:33:35 PM] Redstone Scientist: huh?
  413. [3/14/16, 11:33:38 PM] Redstone Scientist: I don't understand
  414. [3/14/16, 11:33:59 PM] MrGarretto: press 'Options' and get the Unique scoreboard objective
  415. [3/14/16, 11:34:01 PM] MrGarretto: then add _M to it
  416. [3/14/16, 11:34:11 PM] Redstone Scientist: What is that?
  417. [3/14/16, 11:34:12 PM] MrGarretto: and that is the armorstand that the entire animation is centered around
  418. [3/14/16, 11:34:16 PM] Redstone Scientist: oh ok
  419. [3/14/16, 11:34:24 PM] MrGarretto: so if you move that, the animation will move with it
  420. [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?
  421. [3/14/16, 11:34:47 PM] Redstone Scientist: or rather in a direction
  422. [3/14/16, 11:34:51 PM] MrGarretto: yeah
  423. [3/14/16, 11:34:54 PM] Redstone Scientist: Cool :D
  424. [3/14/16, 11:34:56 PM] Redstone Scientist: Thanks
  425. [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
  426. [3/14/16, 11:35:39 PM] Redstone Scientist: I don't know how I'd use it though
  427. [3/14/16, 11:36:10 PM] MrGarretto: since it would run forever?
  428. [3/14/16, 11:36:21 PM] Redstone Scientist: No I just don't know what I'd do with it lol
  429. [3/14/16, 11:36:23 PM] Redstone Scientist: Give an example
  430. [3/14/16, 11:36:36 PM] MrGarretto: of this?
  431. On 3/14/16, at 11:35 PM, MrGarretto wrote:
  432. > 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
  433.  
  434. [3/14/16, 11:36:51 PM] Redstone Scientist: lol nvm
  435. [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
  436. [3/14/16, 11:37:11 PM] Redstone Scientist: :)
  437. [3/14/16, 11:37:23 PM] MrGarretto: ok; g'night!
  438. [3/14/16, 11:47:20 PM] Redstone Scientist: This message has been removed.
  439. [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
  440. [3/15/16, 12:15:22 AM] Redstone Scientist: But then 16 sets it back to normal
  441. [3/15/16, 12:15:23 AM] Redstone Scientist: Not a big deal
  442. [3/15/16, 11:51:10 AM] Redstone Scientist: Finished 1 walk animation (done by hand) https://gyazo.com/077d0094e1907004c56695a1f79ab1b1
  443. [3/15/16, 3:57:07 PM] Redstone Scientist: This message has been removed.
  444. [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
  445. [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
  446. [3/15/16, 6:52:00 PM] Redstone Scientist: Cool :D
  447. [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
  448. [3/15/16, 8:40:30 PM] MrGarretto: done :)
  449. [3/15/16, 8:44:34 PM] Redstone Scientist: Thanks :D
  450. [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
  451. [3/15/16, 8:44:57 PM] Redstone Scientist: NPCs or anything
  452. [3/15/16, 8:44:59 PM] Redstone Scientist: Spoilers and all that
  453. [3/15/16, 8:45:17 PM] MrGarretto: in the discord chat?
  454. [3/15/16, 8:45:31 PM] Redstone Scientist: No outside the discord chat
  455. [3/15/16, 8:45:40 PM] MrGarretto: oh.. ok... I was gonna say... :P
  456. [3/15/16, 8:45:43 PM] Redstone Scientist: But yeah we aren't telling the modelers too much
  457. [3/15/16, 8:45:46 PM] Redstone Scientist: But its fine if you do
  458. [3/16/16, 10:55:32 AM] Redstone Scientist: The problem with 13.000002 and 14 and 15 still aren't. Fixed
  459. [3/16/16, 7:34:23 PM] Redstone Scientist: I've got a ghost keyframe that I can't delete
  460. [3/16/16, 7:35:17 PM] Redstone Scientist: Fixed it by shortening the time and then putting it back
  461. [3/16/16, 7:43:21 PM] Redstone Scientist: The tick number problem is fixed nvm
  462. [3/16/16, 7:54:08 PM] Redstone Scientist: I'm using a timeline of only 19 frames. Why is it exporting 20?
  463. [3/16/16, 7:58:50 PM] Redstone Scientist: Ok for some reason it's exporting Tick 0 twice
  464. [3/16/16, 8:00:02 PM] Redstone Scientist: Wait even after getting rid of that I still have 20. Tick 0 -19
  465. [3/16/16, 8:00:08 PM] Redstone Scientist: So it's exporting 21
  466. [3/16/16, 8:00:18 PM] Redstone Scientist: The last tick is identical to the second to last tick
  467. [3/16/16, 8:00:27 PM] MrGarretto: hmm
  468. [3/16/16, 8:00:34 PM] MrGarretto: can you send me the project text on pastebin?
  469. [3/16/16, 8:00:57 PM] Redstone Scientist: http://pastebin.com/6rfFf7td
  470. [3/16/16, 8:03:31 PM] MrGarretto: you're talking about the export list thing, right?
  471. [3/16/16, 8:03:38 PM] MrGarretto: because it only seems to go to 19 for me
  472. [3/16/16, 8:03:38 PM] Redstone Scientist: yes
  473. [3/16/16, 8:03:46 PM] Redstone Scientist: I only checked the first 2 boxes
  474. [3/16/16, 8:04:24 PM] MrGarretto: http://pastebin.com/E4g3HgRF
  475. [3/16/16, 8:04:34 PM] MrGarretto: oh
  476. [3/16/16, 8:04:41 PM] MrGarretto: hang on... now it's doing what you said
  477. [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
  478. [3/16/16, 8:04:56 PM] Redstone Scientist: And tick 0 is done twice
  479. [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
  480. [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
  481. [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
  482. [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 ;)
  483. [3/24/16, 11:01:42 AM] Redstone Scientist: Thanks! :D have a great time!
  484. [3/29/16, 11:38:11 PM] Redstone Scientist: Absolute coordinates done?
  485. [3/29/16, 11:40:42 PM] MrGarretto: Not yet
  486. [3/29/16, 11:40:49 PM] Redstone Scientist: ok. Just let me know :D
  487. [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?
  488. [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
  489. [3/29/16, 11:42:30 PM] Redstone Scientist: Thanks.
  490. [3/29/16, 11:42:46 PM] Redstone Scientist: But you DID add the exporting of item names though.
  491. [3/29/16, 11:42:47 PM] Redstone Scientist: Right?
  492. [3/29/16, 11:43:05 PM] MrGarretto: I thought it already did that?
  493. [3/29/16, 11:43:13 PM] Redstone Scientist: So thats a yes lol
  494. [3/29/16, 11:43:34 PM] Redstone Scientist: I just checked. Yup lol
  495. [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)
  496. [3/29/16, 11:44:32 PM] Redstone Scientist: Thanks again for all your help! :D
  497. [3/29/16, 11:44:36 PM] MrGarretto: Ok, that's what I thought :P
  498. [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
  499. [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
  500. [3/30/16, 10:33:43 PM] Redstone Scientist: Yay! Thank you :D
  501. [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
  502. [3/30/16, 10:34:30 PM] Redstone Scientist: Hmm?
  503. [3/30/16, 10:35:00 PM] MrGarretto: Right now, it's just one setting which affects all keyframes
  504. [3/30/16, 10:35:09 PM] Redstone Scientist: Ah i see. Wonderful
  505. [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
  506. [3/31/16, 2:00:22 PM] MrGarretto: Oh so you mean the coordinates that show when you select an object?
  507. [3/31/16, 2:03:28 PM] Redstone Scientist: yes
Advertisement
Add Comment
Please, Sign In to add comment