
Minecraft Modification: Zombie Umbreon Animated GIF
Testing out to see how gif files post. Here you get to see the real signature of my Minecraft modification, PkmnMD: Disciples of Corruption. The animations.
Unlike your typical artsy models in Minecraft mods (like the older Pixelmon models), these models are rich in idle animation. Come to think of that, I have hardly seen any mods that have mobs with idle animations. On the other hand I have not seen or played many mods. ^^;
This animation is now very refined, even more refined in the model designs that followed this and very easy to add and adjust.
Hey asshole admins, don't think I made this mob? Have fun reading a block of the Java source code:
...
float yMovefrequency = 1F;
float yMoveAmplitude = 0.3F;
int degreesXShift = 10;
float xFrequency = 0.6F; // Incorrectly named, derp
float yFrequency = 0.9F;
float zFrequency = 0.1F;
this.tailBase.rotateAngleX = (float)Math.toRadians(degreesXShift) + (float)tailInfo[0].getDefaultRotates().getX() - MathHelper.cos(tailTimes.getDurationCoveredX(0) * (float)Math.PI * 2) * xFrequency;
this.tailBase.rotateAngleY = (float)tailInfo[0].getDefaultRotates().getY() - MathHelper.cos(tailTimes.getDurationCoveredY(0) * (float)Math.PI * 2) * yFrequency + PartAnimate.posCosAmpRotateAnimation(par2, par3, yMovefrequency, yMoveAmplitude * 1);
this.tailBase.rotateAngleZ = (float)tailInfo[0].getDefaultRotates().getZ() - MathHelper.cos(tailTimes.getDurationCoveredZ(0) * (float)Math.PI * 2) * zFrequency;
tailInfo[0].setNewRotates(PartInfo.rotatesToVector(tailBase));
PartAnimate.transposePart(tailInfo[0], tailBaseMid, tailInfo[1]);
this.tailBaseMid.rotateAngleX = (float)Math.toRadians(degreesXShift) + (float)tailInfo[1].getDefaultRotates().getX() - MathHelper.cos(tailTimes.getDurationCoveredX(1) * (float)Math.PI * 2) * xFrequency;
this.tailBaseMid.rotateAngleY = (float)tailInfo[1].getDefaultRotates().getY() - MathHelper.cos(tailTimes.getDurationCoveredY(1) * (float)Math.PI * 2) * yFrequency + PartAnimate.posCosAmpRotateAnimation(par2, par3, yMovefrequency, yMoveAmplitude * 2);
this.tailBaseMid.rotateAngleZ = (float)tailInfo[1].getDefaultRotates().getZ() - MathHelper.cos(tailTimes.getDurationCoveredZ(1) * (float)Math.PI * 2) * zFrequency;
PartAnimate.shiftSlaveRotationPntWithParent(tailInfo[1], tailInfo[2]);
tailInfo[1].setNewRotates(PartInfo.rotatesToVector(tailBaseMid));
PartAnimate.transposePart(tailInfo[1], tailMid, tailInfo[2]);
...
Asshole admins, ask yourself why I would have the source code. And if you happen to be incapable of reading Java doesn't give you an excuse to delete a gif of my hard work, shot in game from Minecraft (copyright Mojang) with Fraps and edited with Adobe Premiere Elements X and converted with a gif converter freeware I can't remember the name of off the top of my head.
If one happens to be able read that code, I will mention that this code is slightly outdated. The new "tail" standard (currently deployed on Heavy Metal Luxray, revised Clay Commander Delcatty and Zombie Flareon) has the "tailTime" PartSetTimer class info in an entirely new class created in the Entity class (this above comes from the Model class). And the math is all in a For Loop now.
Overall the code looks much nicer and cleaner to look at.
Umbreon, Pokemon © Game Freak, The Pokemon Company, if you are too retarded to not know that already asshole admins (you have a whole fricken' pornographic category to them)
Unlike your typical artsy models in Minecraft mods (like the older Pixelmon models), these models are rich in idle animation. Come to think of that, I have hardly seen any mods that have mobs with idle animations. On the other hand I have not seen or played many mods. ^^;
This animation is now very refined, even more refined in the model designs that followed this and very easy to add and adjust.
Hey asshole admins, don't think I made this mob? Have fun reading a block of the Java source code:
...
float yMovefrequency = 1F;
float yMoveAmplitude = 0.3F;
int degreesXShift = 10;
float xFrequency = 0.6F; // Incorrectly named, derp
float yFrequency = 0.9F;
float zFrequency = 0.1F;
this.tailBase.rotateAngleX = (float)Math.toRadians(degreesXShift) + (float)tailInfo[0].getDefaultRotates().getX() - MathHelper.cos(tailTimes.getDurationCoveredX(0) * (float)Math.PI * 2) * xFrequency;
this.tailBase.rotateAngleY = (float)tailInfo[0].getDefaultRotates().getY() - MathHelper.cos(tailTimes.getDurationCoveredY(0) * (float)Math.PI * 2) * yFrequency + PartAnimate.posCosAmpRotateAnimation(par2, par3, yMovefrequency, yMoveAmplitude * 1);
this.tailBase.rotateAngleZ = (float)tailInfo[0].getDefaultRotates().getZ() - MathHelper.cos(tailTimes.getDurationCoveredZ(0) * (float)Math.PI * 2) * zFrequency;
tailInfo[0].setNewRotates(PartInfo.rotatesToVector(tailBase));
PartAnimate.transposePart(tailInfo[0], tailBaseMid, tailInfo[1]);
this.tailBaseMid.rotateAngleX = (float)Math.toRadians(degreesXShift) + (float)tailInfo[1].getDefaultRotates().getX() - MathHelper.cos(tailTimes.getDurationCoveredX(1) * (float)Math.PI * 2) * xFrequency;
this.tailBaseMid.rotateAngleY = (float)tailInfo[1].getDefaultRotates().getY() - MathHelper.cos(tailTimes.getDurationCoveredY(1) * (float)Math.PI * 2) * yFrequency + PartAnimate.posCosAmpRotateAnimation(par2, par3, yMovefrequency, yMoveAmplitude * 2);
this.tailBaseMid.rotateAngleZ = (float)tailInfo[1].getDefaultRotates().getZ() - MathHelper.cos(tailTimes.getDurationCoveredZ(1) * (float)Math.PI * 2) * zFrequency;
PartAnimate.shiftSlaveRotationPntWithParent(tailInfo[1], tailInfo[2]);
tailInfo[1].setNewRotates(PartInfo.rotatesToVector(tailBaseMid));
PartAnimate.transposePart(tailInfo[1], tailMid, tailInfo[2]);
...
Asshole admins, ask yourself why I would have the source code. And if you happen to be incapable of reading Java doesn't give you an excuse to delete a gif of my hard work, shot in game from Minecraft (copyright Mojang) with Fraps and edited with Adobe Premiere Elements X and converted with a gif converter freeware I can't remember the name of off the top of my head.
If one happens to be able read that code, I will mention that this code is slightly outdated. The new "tail" standard (currently deployed on Heavy Metal Luxray, revised Clay Commander Delcatty and Zombie Flareon) has the "tailTime" PartSetTimer class info in an entirely new class created in the Entity class (this above comes from the Model class). And the math is all in a For Loop now.
Overall the code looks much nicer and cleaner to look at.
Umbreon, Pokemon © Game Freak, The Pokemon Company, if you are too retarded to not know that already asshole admins (you have a whole fricken' pornographic category to them)
Category Artwork (Digital) / Pokemon
Species Vulpine (Other)
Size 200 x 133px
File Size 3.23 MB
Ah, I released the mod mid January. This Zombie Umbreon came with Alpha 0.3 released at the end of February: http://www.minecraftforum.net/topic.....-of-corruption
(I think that link will work)
(I think that link will work)
I've been asked it people could use my mod in modpacks, so it might kind of work. I think I tried testing it out and the only bug I noticed at a glance was the mob names defaulted. I dunno if that is a big deal but otherwise I did not notice anything. Then again, I did not try it very hard core.
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