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Please Fix the textures/rotation of First Person Arm
Greetings,
I'm new to Minetest, I and a friend tested the games on Minetest and Mods, while we were testing the Skin Mods, Edit Skin, Simple Skins and SkinsDB here, we noticed that the Arm looks strange, while my friend uses a Skin in the 64x32 Format, I use a Skin in the 64x64 Format, and we saw that the Arm in First Person, by the 64x32 Format having the back textures and the inner texture of the Arm showing, like in these Issues mentioned.
https://github.com/minetest-mods/skinsdb/issues/30 https://github.com/minetest-mods/skinsdb/issues/67
But the 64x64 Format having Issues too, it shows the textures of the left Arm in First Person while the back textures shows top left and the outer texture shows top right, instead of the textures of the right Arm. While a Symmetrical Skin in the 64x64 Format like the ones that come with the Mod, make you trink, that it looks correct, by Asymmetrical Skins it shows the Issue then.
None of use knows how to make Models, so we tried using the edit_skin_hand.obj from Edit Skin, and changed the b3d part in the skin_meta_api.lua line 75 to obj. While this works too, it looks like the Arm rotated 90 degree to the left, showing the inner textures of the Arm on top left, while the front texture top right. That is only for the 64x32 Format, so still no front texture top left and outer texture top right. Trying using the same obj file for the 64x64 Format, give you something that doesn't look right.
We downloaded these Skins to play, they might help you too, when you fix these Issues. https://www.planetminecraft.com/skin/oldest-pixel-gun-3d-default-skin-64x32/ https://www.planetminecraft.com/skin/skin-made-by-dobyghost/
So could you PLEASE fix this Issues, this Mod would go from good/best Skin Mod, up to the PERFECT Skin Mod. That's in advance.
It got labeled... o.o
Question, would it be allowed/okay if this could be asked in the subreddit? Or if someone's asking in the Forum, to speed things up?
@BlockAndPixelAge There's currently no contributor who is A) familiar with the mod to B) fix the model as intended. Perhaps that way someone could be found? It's worth a try at least.
Stupid question, but it don't hurt asking, only my brain doing gymnastic, and I guess someone with blender/modeling skills could answer this if I'm right or wrong with my guess, but could this Issues be fixed, by adjusting the textures in the b3d file or wherever they are stored for the arm?
I know by looking at a 64x64 texture file, that the texture from the right arm is in the upper half of the texture file.
Good thing reddit allows me, to delete my account afterwards, makes it easier for me to create an account there, for asking purposes. But it's late for me now, so I'm asking tomorrow there, if someone didn't beat me, in asking there first.
Hi, I created an Account on Reddit to ask. Here is the Link to the Topic. https://www.reddit.com/r/Minetest/comments/1b7ygyl/looking_for_someone_with_blender_skills_who_could/
Don't know if my wording there are good.
Are there some ways to message some Minetest Mod Creators directly? While testing some Mods, my friend and I saw in some Mods model folders with b3d file, where we guess the Mod Creators have Blender knowledge/skills, but I don't see here on Github the option to write them directly.
Don't know if it's okay to mention them, but maybe it could help. @jordan4ibanez who blessed this mod with the first person arm in the first place. There would be one more, but if I click on mention here and type the name, there stands (busy) behind the name.
And on Reddit, I guess I need to repost the Topic again in a few days, sorted under "new" it's at the moment the fourth latest post.
If I find an Tutorial, would it be okay to link it here?
@BlockAndPixelAge , this is the right place to contact mod maintainer and creators. Everyone involved can read along, and maybe responisibilites are changed.
Long time ago I forked u_skins mod and did lot of enhancements and rewrites .. I implemented the First-person hand also. But in the meantime I am not active for minetest anymore.
I do not have blender skills, just got the files from other projects:
The player model (if I remember right) I got from https://github.com/stujones11/minetest-models/tree/master/character/3d_armor/mt_0.5.0-dev/multiskin_branch to support 1.8er skins
The hand model I used from https://github.com/jordan4ibanez/newhand
@bell07
Thanks for the response.
So that means, we now have to play the waiting game, while I maybe renew/repost the topic I opened on the subreddit every one or two weeks, until someone shows up, who could fix the arm textures in first person. The Skins looking perfectly fine in 3rd Person View, just to mention it, only the arms in first person.
But in the end, it doesn't change that this is the best Skin Mod we encountered so far, which will turn to perfect, when the first person arm textures for 64x32 and 64x64 format, finally get fixed.
And thanks for the Mods you created, when you were active.
It sounds like we have a new maintainer on the horizon
If you found a way to fix it, fire up that pr machine immediately and bring this mod into this decade
To see the legend him/herself, who made the First Person Arm with newhand possible, writing here under this Issue.
Could it be, that me @ you, did this?
I never was involved with this mod, I don't understand why I was tagged here...
Sorry, were looking who might have Blender Skills, based on the Mods with b3d Models.
And I'm new to Github, so directly knowing that mentioning someone would notify them too, I didn't thought about that. In that case, I'm sorry.
okay, no problem, I was just confused, I was first trying to find if any of my mods had any conflict with it :)
If I find conflicts, I will post an Issue then. ;)
@jordan4ibanez
It sounds like we have a new maintainer on the horizon
Sometimes I "like" my lack of reading comprehension, combined with english not being my 1st language, but I guess I understand this comment now. -.- Correct me if I'm wrong.
But could it be, that you thought my comment, where I tagged you and Apercy (I edited that comment), means, that Apercy would be the new maintainer on the horizon. If yes, sorry that my wording gave the wrong impression. -.-
Otherwise, I look at an tutorial, with adding textures to an Object, but I don't understand it and what I miss in the video is, how to rotate the textures. I don't know if this could help with the First Person Hand Issue. https://www.youtube.com/watch?v=jLGWE335J28
Two more Blender Videos, with Axis Rotation this time. Hope these, now 3, Videos can help with fixing this Issue.
https://www.youtube.com/watch?v=2Ee4qkMf20E
https://www.youtube.com/watch?v=8DbqvMOo_3s
I tried fixing the 3d models but I don't know how to properly export to b3d
you can find them here: https://github.com/Lemente/minetest-assets/tree/master/from-minetest-mods
Wait I test them RIGHT now.
@Lemente Still there the problem. :(
What about the b3d files? But keeping the blend files, would still be a good idea, just in case.
But still, thanks for trying.
Edit: Don't know how to export b3d, too. But isn't it possible to open b3d in Blender too?
And to everyone here, sorry that I'm not that much of a help, regarding this Issue here.
@APercy Sorry for tagging you again.
Do you know how to export to b3d?
@Lemente Did a fast google search, don't know if this can help. https://wiki.minetest.net/Using_Blender https://www.reddit.com/r/Minetest/comments/fraf3y/cant_export_from_from_blender_to_b3d_x_or_ms3d/ https://forum.minetest.net/viewtopic.php?t=16039
I downloaded the two hand files from lemente and exported them as .b3d. I'm not sure if this will fix anything, but you can try them out. skinsdb_hands.zip
@Lemente Thanks to @NathanSalapat exporting it to b3d, I tested it, it's CLOSE, at the moment it's inner texture are top left and front texture top right, for both arms and in the 64x64 format it's finally the correct arm that is shown texture wise.
One more 90 degree rotate to the left, please, for both skinsdb_hand.b3d and skinsdb_hand_18.b3d, so that the front texture is top left and outer texture top right, and it's done. :D (Is rotating to the left, called counterclockwise?) One thing, that I notice only now, that I need to mention in this 7th Edit of this post is.... @Lemente are you a Magician, you made it even possible for the second Skin Layer to be shown in First Person. More detailed Skins incoming. :D
Keeping the current blend files as backup, just in case, if something happens. First picture 64x32 format, second 64x64 format, Skins used, the ones in the starting post. Files are from Lemente (blend) and Nathan (b3d).
Nathan, how did you exported it to b3d, or could we tag you again, for exporting? Just asking in advance.
So you would expect to see the back of the hand, as if "ready to punch"?
To me it makes more sense to have it "ready to old a pickaxe".
I'm not sure if I will make an alternative version, unless there is interest in implementing it in the mod as an option. Though it would probably make more sense to edit the skin to your liking.
@Lemente Well yes, at the moment it is more, ready for uppercut, but "ready to punch" looks more natural, if I think about it, if I run in reallife, I see the back of my hand more, than the inside. And I tried to run, with Arms so that I don't see the back of my Hand, and that looked, well.
Well if editing skin to my liking, would end up with pickaxe sticking out of the back of my hand in 3rd person (using Wield3d).
And I thought at least to a point, "Wouldn't it be possible, to add an option for switching between ready to punch and ready for pickaxe", when I thought about a Wolverine Skin, thanks to the 2nd layer now. But I don't know how much coding work it is for such an option/setting. Well I understand the Idea of ready for holding pickaxe, every Item like Sticks or Tools fitting the direction, how it is now.
Adding a extra folder, named something like "alternative arms", having both "ready to punch" and "ready for pickaxe" type of arms, could work too. Few mods and one texture pack, handle alternatives like this too.
So it would really be nice for the ready to punch version for both 64x32 and 64x64 formats, while keeping the ready for pickaxe version, for manual switching, so only one more time, please.
I used Blender 3.6.1, but I think any 3.x.x versions should work with this script, https://github.com/GreenXenith/io_scene_b3d I haven't tested with Blender 4.x.x yet, so can't offer any advice there.
@NathanSalapat Good to know.
Little side question, what do you think of two sets of Hands, one like in the Picture above, and one where we see the back of the hand top right?
Honestly I just saw the post about this on Reddit and thought I could export some b3d models for y'all. You could probably flip the texture based on if the player is wielding an item or not, but I have not looked at the code at all to see how that would be implemented.
@NathanSalapat
But what if it's not about code, but just the arm in first person, changing them by switching the arm model files (b3d+blend) in the Model Folder, from, let's say Edit Skin Style (or ready for holding pickaxe how Lemente called it) how you see it above to MC Style (or ready to punch).
@Lemente
Sorry Lemente, to ask again, there is still an Issue, in First Person it looks like the Bottom part of the arm, which is normally not viewable in First Person having a little different rotation or strange mirroring. Other sides from the Arm reflect the position of the pixels in 1st and 3rd Person perfectly, so there is no Issue, only the bottom part of the Arm.
Because of this, I say okay for the ready for holding pickaxe (Edit Skin Style), instead of the back of the hand view in first person, if this Issue gets fixed, please. And if there is already the "see back of hand" Version in the work, well that's now inconvenient, but would maybe having the same Issue. -_-
And I noticed this only today, when I wanted to make a new Skin, instead of yesterday. -.- Tried using Blender in the past few days too, after posting this Issue, not understanding how it actually works, otherwise I could help a lot better. -_- Good thing at least is, that the top of the arm (shoulder) can't be seen in First Person.
Thanks for testing and clearly illustrating the issue!
I will look into it