我的世界could not create java virtual machine 我的世界1.19基岩版下载
Minecraft 1.16.5模组开发3D盔甲
Minecraft 1.12.2模组开发3D盔甲
Minecraft 1.18.2模组开发3D动画盔甲
我们本次在1.19.2的版本中实现具有动画效果的3D盔甲
1.首先,为了实现这些效果,我们需要首先使用到一个模组:geckolib(下载地址)
找到项目的build.gradle文件,在repositories和dependencies中添加依赖。
repositories { //添加这个 maven { url 'https://dl.cloudsmith.io/public/geckolib3/geckolib/maven/' } } dependencies { minecraft 'net.minecraftforge:forge:1.19.2-43.1.1' //添加这个 implementation fg.deobf('software.bernie.geckolib:geckolib-forge-1.19:3.1.36') }之后我们重新构建gradle项目
构建好了项目后在项目的Main类中添加一句geckolib的初始化语句:
Main.java
public Main() { IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus(); ItemInit.ITEMS.register(bus); //添加GeckoLib初始化函数 GeckoLib.initialize(); MinecraftForge.EVENT_BUS.register(this); }2.之后,与之前的教程一样,我们需要在blockbench中制作一个模组中的3D盔甲:
进入软件后我们要找到一个插件按钮,然后再搜索栏中输入GeckoLib Animation Utils,并下载这个插件
将我们制作好的生物实体进行模型转换工作,找到Convert Project,之后选择Geckolib Animated Model
在这之后,你会发现你的生物实体栏多了一个Animate栏,点击进去:
具体动作制作的视频:Blockbench动画制作
在制作好所有的动画后我们导出模型和动画json文件。
3.模型制作完成,接下来需要制作我们的盔甲类
在items包中新建armor包 -> armor包中新建我们的套装类ChandlierArmorItem
ChandlierArmorItem.java
package net.joy187.joyggd.item.armor; import java.util.ArrayList; import java.util.Arrays; import java.util.List; import net.joy187.joyggd.Main; import net.joy187.joyggd.init.ItemInit; import net.joy187.joyggd.item.CustomArmorMaterial; import net.minecraft.world.effect.MobEffectInstance; import net.minecraft.world.effect.MobEffects; import net.minecraft.world.entity.EquipmentSlot; import net.minecraft.world.entity.LivingEntity; import net.minecraft.world.entity.decoration.ArmorStand; import net.minecraft.world.entity.player.Player; import net.minecraft.world.item.ArmorItem; import net.minecraft.world.item.ArmorMaterial; import net.minecraft.world.item.Item; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Item.Properties; import net.minecraft.world.level.Level; import software.bernie.geckolib3.core.IAnimatable; import software.bernie.geckolib3.core.PlayState; import software.bernie.geckolib3.core.builder.AnimationBuilder; import software.bernie.geckolib3.core.controller.AnimationController; import software.bernie.geckolib3.core.event.predicate.AnimationEvent; import software.bernie.geckolib3.core.manager.AnimationData; import software.bernie.geckolib3.core.manager.AnimationFactory; import software.bernie.geckolib3.item.GeoArmorItem; public class ChandlierArmorItem extends GeoArmorItem implements IAnimatable{ private AnimationFactory factory = new AnimationFactory(this); public ChandlierArmorItem(ArmorMaterial materialIn, EquipmentSlot slot, Properties builder) { super(materialIn, slot, builder.tab(Main.ITEM_TAB)); } //动画状态机,判断每个时刻我们的盔甲的动画状态 @SuppressWarnings("unused") private <P extends IAnimatable> PlayState predicate(AnimationEvent<P> event) { List<EquipmentSlot> slotData = event.getExtraDataOfType(EquipmentSlot.class); List<ItemStack> stackData = event.getExtraDataOfType(ItemStack.class); LivingEntity livingEntity = event.getExtraDataOfType(LivingEntity.class).get(0); if(!event.isMoving()) { event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.chandlier.rotate", true)); } // If the living entity is an armorstand just play the animation nonstop if (livingEntity instanceof ArmorStand) { return PlayState.CONTINUE; } else if (livingEntity instanceof Player) { Player player = (Player) livingEntity; // Get all the equipment, aka the armor, currently held item, and offhand item List<Item> equipmentList = new ArrayList<>(); player.getAllSlots().forEach((x) -> equipmentList.add(x.getItem())); //我们本次只制作一个头盔,所以subList为(5,6) // elements 2 to 6 are the armor so we take the sublist. Armorlist now only // contains the 4 armor slots List<Item> armorList = equipmentList.subList(5, 6); boolean isWearingAll = armorList .containsAll(Arrays.asList(ItemInit.CHANDLIER.get())); return isWearingAll ? PlayState.CONTINUE : PlayState.STOP; } return PlayState.STOP; } //将我们的待机动画进行注册 @SuppressWarnings({ "unchecked", "rawtypes" }) @Override public void registerControllers(AnimationData data) { data.addAnimationController(new AnimationController(this, "controller", 20, this::predicate)); } @Override public AnimationFactory getFactory() { return this.factory; } //穿上盔甲后是否给予我们特殊效果 // @Override // public void onArmorTick(ItemStack stack, Level world, Player player) { // if(!world.isClientSide()) { // if(!player.getInventory().getArmor(3).isEmpty()) { // MobEffectInstance mapStatusEffect1 = new MobEffectInstance(MobEffects.MOVEMENT_SPEED, 20*60, 1); // MobEffectInstance mapStatusEffect2 = new MobEffectInstance(MobEffects.NIGHT_VISION, 20*60, 1); // // ArmorItem helmet = ((ArmorItem)player.getInventory().getArmor(3).getItem()); // if(helmet.getMaterial() == CustomArmorMaterial.ARMOR_MATERIAL_ADASUIT) { // boolean hasPlayerEffect = player.hasEffect(mapStatusEffect1.getEffect()); // if(!hasPlayerEffect) { // player.addEffect(new MobEffectInstance(mapStatusEffect1.getEffect(),mapStatusEffect1.getDuration(), mapStatusEffect1.getAmplifier())); // player.addEffect(new MobEffectInstance(mapStatusEffect2.getEffect(),mapStatusEffect2.getDuration(), mapStatusEffect2.getAmplifier())); // } // } // //player.addEffect(new MobEffectInstance(EffectInit.ZENHEART.get(), 100, 1)); // } // } // } }之后我们需要在armor包中新建model包->model包中新建我们的盔甲的模型类ModelChandlier:
ModelChandlier.java
package net.joy187.joyggd.item.armor.model; import net.joy187.joyggd.Main; import net.joy187.joyggd.item.armor.ChandlierArmorItem; import net.minecraft.resources.ResourceLocation; import software.bernie.geckolib3.model.AnimatedGeoModel; public class ModelChandlier extends AnimatedGeoModel<ChandlierArmorItem> { //盔甲模型文件地址 @Override public ResourceLocation getModelResource(ChandlierArmorItem object) { return new ResourceLocation(Main.MOD_ID, "geo/chandlier.geo.json"); } //盔甲材质文件地址 @Override public ResourceLocation getTextureResource(ChandlierArmorItem object) { return new ResourceLocation(Main.MOD_ID, "textures/models/armor/chandlier_layer_1.png"); } //盔甲动画文件地址 @Override public ResourceLocation getAnimationResource(ChandlierArmorItem animatable) { return new ResourceLocation(Main.MOD_ID, "animations/chandlier.animation.json"); } }之后我们需要在armor包中新建render包->render包中新建我们的盔甲的渲染类RenderChandlier:
RenderChandlier.java
package net.joy187.joyggd.item.armor.render; import net.joy187.joyggd.item.armor.ChandlierArmorItem; import net.joy187.joyggd.item.armor.model.ModelChandlier; import software.bernie.geckolib3.renderers.geo.GeoArmorRenderer; public class RenderChandlier extends GeoArmorRenderer<ChandlierArmorItem> { //渲染盔甲穿在身上的每一个部位的效果 public RenderChandlier() { super(new ModelChandlier()); //这里要和第二步你blockbench中建模的名称一一对应 this.headBone = "Head"; this.bodyBone = "chestplate"; this.rightArmBone = "rightArm"; this.leftArmBone = "leftArm"; this.rightLegBone = "rightLeg"; this.leftLegBone = "leftLeg"; this.rightBootBone = "rightBoot"; this.leftBootBone = "leftBoot"; } }4.在ClientModEventSubscriber类中将我们的盔甲渲染类进行注册:
ClientModEventSubscriber.java
@Mod.EventBusSubscriber(modid = Main.MOD_ID, value = Dist.CLIENT, bus = Mod.EventBusSubscriber.Bus.MOD) public class ClientModEventSubscriber extends ModEventSubscriber{ @SubscribeEvent public static void registerRenderers(final EntityRenderersEvent.AddLayers event) { //渲染类进行注册 GeoArmorRenderer.registerArmorRenderer(ChandlierArmorItem.class, RenderChandlier::new); } }5.在ItemInit类中将我们的盔甲进行声明,盔甲属性请参考1.18的教程,一模一样:1.18.2 盔甲套装:
ItemInit.java
//头盔 public static final RegistryObject<ChandlierArmorItem> CHANDLIER = ITEMS.register("chandlier", () -> new ChandlierArmorItem(CustomArmorMaterial.ARMOR_MATERIAL_CHANDLIER, EquipmentSlot.HEAD, new Item.Properties()));6.代码部分结束,之后来到材质包制作环节:
在resources\assets\你的modid中的lang包中的en_us.json添加盔甲的英文名称:
"item.joyggd.chandlier":"Chandlier",在models\item包中添加所有盔甲的模型文件:
chandlier.json
{ "parent":"minecraft:item/generated", "textures":{ "layer0":"joyggd:item/chandlier" } }在textures\item中添加盔甲的手持贴图:
在textures\models\armor中添加盔甲的穿戴后贴图:
新建一个geo包和animation包,把第二步中的模型和动画文件分别放进去
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8.保存所有文件 -> 进行测试:
穿上盔甲,如果可以正常显示,就说明我们成功了!