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Added Armor Stand (Armored)

Open Tiefseetauchner opened this issue 2 years ago • 3 comments

Name of asset submission

Armor Stand

armor_stand.blend.zip

Quality checks

  • [X] I have used only vanilla textures (or created images that are derived from vanilla textures)
  • [X] This is a vanilla minecraft asset/mob/effect
  • [X] I have verified my asset has the correct scale (1 Blender unit = 1 meter), and the scale has been applied (control+a, scale)
  • [X] If my asset includes a rig, I certified there is a "root" or "main" bone, and the rig object name ends with the name ".arma" or ".rig" to work well with MCprep
  • [X] I am the sole creator of this rig, other than any textures by Mojang. Any custom textures I created myself.

Describe any usage details

root bone moves whole model including baseplate

For "Vanilla" use only move the tail of the bone

By default, all Armor layers enabled (MCPrep does that), disable all non-required

Leather Armor can be dyed by changing the color of the RGB node in the shader editor

What name should we use to credit you in the README.md file?

LukeChriswalker

What credit url should we use to reference you in the README.md file?

https://www.github.com/Tiefseetauchner

Confirmation

  • [X] By submitting this asset, I affirm the asset is of my own creation. I understand this asset will be included with MCprep with a CC-BY (attribution) license agreement, and that users of MCprep should refer to MCprep's readme for credit or directly name me for credit when this rig is used.

Tiefseetauchner avatar Oct 01 '22 12:10 Tiefseetauchner

Wanna add a few things:

  1. It's not clear where and how you're supposed to upload your asset in the issue template
  2. I wasn't sure on how to include the asset in the entities file, nothing wanted to work. So I could only test it as a manually installed mob instead, but that (seemed to) work, except that all the subcollections were enabled when importing, and I couldn't figure out how to not do that
  3. Textures are all in MCPrep already, and I used those, dunno how you do that in the addon then tho, I wasn't too excited to look into the Source for it

Lena

Tiefseetauchner avatar Oct 01 '22 12:10 Tiefseetauchner

Thanks for the contribution, as well as sharing your feedback on the template - I'll take a look at how to make entities work more easily for self contributions, and bette clarify any restrictions around how to add them.There some hard coded ways to make MCprep work with collections and sub collections, if you put MCprep in the name of the top level collection it should skip displaying the sub collections. On Oct 1, 2022 7:14 AM, Tiefseetauchner @.***> wrote: Wanna add a few things: It's not clear where and how you're supposed to upload your asset in the issue templateI wasn't sure on how to include the asset in the entities file, nothing wanted to work. So I could only test it as a manually installed mob instead, but that (seemed to) work, except that all the subcollections were enabled when importing, and I couldn't figure out how to not do thatTextures are all in MCPrep already, and I used those, dunno how you do that in the addon then tho, I wasn't too excited to look into the Source for it Lena

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TheDuckCow avatar Oct 01 '22 20:10 TheDuckCow

Thanks for that info, I changed it, this is the armor stand where collections work (with the mob spawner)

armor_stand.zip

Tiefseetauchner avatar Oct 02 '22 20:10 Tiefseetauchner