Trung Phạm

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> The requirements for rigs can be found om #455 Keep [this](https://github.com/Moo-Ack-Productions/MCprep/issues/502#issuecomment-1803247649) a consideration. > Ideally, yes, but it's not required (the villager rig for instance uses a custom material)...

I can confirm the the UI inconsistency issue. The code for drawing prep material UI and the one in swap texture aren't shared at the moment.

> I think however this could be moved into its own panel and made simlar to Blender's feature sets That is the Blender preferences window and this is related to...

Here are some properties I can bring up Material: - MCPREP_NOPREP (bool): Bypass the prep material - MCPREP_MOBTYPE (string): Name of vanilla mob material, useful for mob skin like villager...

Well I would treat this as more toward an asset that made by somebody. Since I have a block pack Geometry nodes driven (there is redstone lamp and weird state...

> We could also take the approach of: have a single asset library created for everything, but then when the user imports (drags and drops) MCprep post-processes and regenerates the...

Yeah marking I think it should be manually too since it fairly simple to mark one in the outliner. I'm not really sure about storing every rigs inside one "master"...

> Instance collections might cause some confusion when people go and try to edit the rigs themselves, maybe we can mark the armatures instead? I know that is quite finicky...

> ...I would recommend that a separate .blend file be created for each enchanted item, and to save space/time... It's somewhat a good idea and a bad idea. It is...

https://user-images.githubusercontent.com/61040487/226515985-8975c9bc-a1c7-42b7-bcb5-32d7ecb0da91.mp4 That is the info on that dynamic extruded item thing. Unfortunately it is not really fit with MCprep multi version support. Because storing geometry in a blend file is...