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Animated Block not animating


Animefan8888

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I have a block that I want to animate. I am using the animation system and used the Botania pump block as a basis to learn the system. I have the AnimatedTESR "working"; as in it renders, but isn't applying any of the offset information.

Armatures File.

Spoiler

{
	"joints": {
		"piston": { 
			"0": [ 1.0 ], "1": [1.0]
		}
	},
	"clips": {
		"default": {
			"loop": false,
			"joint_clips": { },
			"events": {}
		},
		"moving": {
			"loop": false,
			"joint_clips": {
				"piston": [{
					"variable": "offset_y",
					"type": "uniform",
					"interpolation": "linear",
					"samples": [ 0, 0.5, 1, 1.5, 2.0, 3.0, 5.0 ]
				}]
			},
			"events": {}
		}
	}
}

 

 

ASM File.

Spoiler

{
	"parameters": { },
	"clips": {
		"default": "gem_utils:block/shard_compressor@default",
		"moving": ["apply", "gem_utils:block/shard_compressor@moving", "#move"]
	},
	"states": ["default", "moving"],
	"transitions": {
		"default": "moving",
		"moving": "default"
	},
	"start_state": "default"
}

 

 

BlockState File.

Spoiler

{
	"forge_marker": 1,
	
	"defaults": {
		"textures": { "particle": "minecraft:blocks/iron_block" },
		"transform": "forge:default-block"
	},
	
	"variants": {
		"static": {
			"true": {
				"model": "gem_utils:shard_compressor_default"
			},
			"false": {
				"model": "gem_utils:shard_compressor_piston"
			}
		},
		"inventory": [{
			"model": "gem_utils:shard_compressor_default"
		}]
	}

}

 

 

TESR Model.

Spoiler

{
"textures": {
    "particle": "#platform",
    "platform": "blocks/piston_top_normal",
    "unsticky": "blocks/piston_top_normal",
    "side": "blocks/piston_side"
},
"elements": [ 
{
	"name": "Platform",
    "from": [ 2, 9.5, 2.5 ],
    "to": [ 14, 12, 13.5 ],
    "shade": false,
    "faces": {
        "down":  { "uv": [ 0, 0, 16, 16 ], "rotation": 180, "texture": "#platform", "cullface": "down" },
        "up":    { "uv": [ 0, 0, 16, 16 ], "rotation": 180, "texture": "#unsticky", "cullface": "up" },
        "north": { "uv": [ 0, 0, 16, 4 ], "texture": "#side", "cullface": "north" },
        "south": { "uv": [ 0, 0, 16, 4 ], "texture": "#side", "cullface": "south" },
        "west":  { "uv": [ 0, 0, 16, 4 ], "texture": "#side", "cullface": "west" },
        "east":  { "uv": [ 0, 0, 16, 4 ], "texture": "#side", "cullface": "east" }
    }
},
{
	"name": "Stick",
    "from": [ 6.625, 12, 6.5 ],
    "to": [ 9.505, 13.5, 9 ],
    "faces": {
        "north": { "uv": [ 4, 0, 10, 4 ], "rotation": 90, "texture": "#side" },
        "south": { "uv": [ 4, 0, 10, 4 ], "rotation": 90, "texture": "#side" },
        "west":  { "uv": [ 10, 4, 4, 0 ], "rotation": 270, "texture": "#side" },
        "east":  { "uv": [ 4, 0, 10, 4 ], "texture": "#side" }
    }
}
]
}

 

 

TESR Registration Code (called during preInit).

Spoiler

if (side == Side.CLIENT) ClientRegistry.bindTileEntitySpecialRenderer(TileEntityShardCompressor.class, new AnimationTESR<TileEntityShardCompressor>());

 

 

Block Code.

Spoiler

public class BlockShardCompressor extends Block {

    public BlockShardCompressor() {
        super(Material.IRON);
        setRegistryName("shard_compressor");
        setUnlocalizedName(getRegistryName().toString());
        setDefaultState(getDefaultState().withProperty(Properties.StaticProperty, true));
        ModBlocks.BLOCKS.add(this);
    }

    @Override
    public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) {
        if (!world.isRemote) player.openGui(Main.INSTANCE, 0, world, pos.getX(), pos.getY(), pos.getZ());
        return true;
    }
    
    @Override
    public boolean hasTileEntity(IBlockState state) {
        return true;
    }
    
    @Override
    public TileEntity createTileEntity(World world, IBlockState state) {
        return new TileEntityShardCompressor();
    }
    
    @Override
    public boolean isFullCube(IBlockState state) {
        return false;
    }
    
    @Override
    public boolean isOpaqueCube(IBlockState state) {
        return false;
    }
    
    @Override
    public BlockRenderLayer getBlockLayer() {
        return BlockRenderLayer.CUTOUT_MIPPED;
    }
    
    @Nonnull
    @Override
    public BlockFaceShape getBlockFaceShape(IBlockAccess world, IBlockState state, BlockPos pos, EnumFacing side) {
        return BlockFaceShape.UNDEFINED;
    }
    
    @Override
    public int getMetaFromState(IBlockState state) {
        return 0;
    }
    
    @Override
    public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos) {
        return state.withProperty(Properties.StaticProperty, true);
    }
    
    @Override
    protected BlockStateContainer createBlockState() {
        return new ExtendedBlockState(this, new IProperty[] { Properties.StaticProperty }, new IUnlistedProperty[] { Properties.AnimationProperty }) ;
    }
    
}

 

 

TE Code.

Spoiler

public class TileEntityShardCompressor extends TileEntityBase implements ITickable {

	private int fuelTimeRemaining, currentItemProcessTime;
	
	public static final int FINISH_PROCESS_TIME = 300;
	private static final ResourceLocation LOCATION = new ResourceLocation(Main.MODID, "asms/block/shard_compressor.json");
	
	@SideOnly(Side.CLIENT)
	private final IAnimationStateMachine asm;
	
	private final TimeValues.VariableValue move;
	
	public TileEntityShardCompressor() {
		this.items = new ItemStackHandler(3);
		if (FMLCommonHandler.instance().getSide() == Side.CLIENT) {
			move = new TimeValues.VariableValue(0);
			asm = ModelLoaderRegistry.loadASM(LOCATION, ImmutableMap.of("move", move));
		} else {
			move = null;
			asm = null;
		}
	}
	
	@Override
	public void update() {
			if (fuelTimeRemaining > 0 || canBurnFuel()) {
				ItemStack input = items.getStackInSlot(1);
				if (input.getItem() == ModItems.MATERIALS && input.getMetadata() == OreType.SHADOW.ordinal() && input.getCount() >= 4) {
					currentItemProcessTime++;
					fuelTimeRemaining--;
					if (world.isRemote && asm.currentState().equals("default")) asm.transition("moving");
					if (currentItemProcessTime >= FINISH_PROCESS_TIME) {
						items.extractItem(1, 4, false);
						items.insertItem(2, new ItemStack(ModItems.MATERIALS, 1, ((IMetaModel) ModItems.MATERIALS).getMaxMeta()), false);
						currentItemProcessTime = 0;
					}
					markDirty();
				}
			}
	}
	
	private boolean canBurnFuel() {
		if (items.getStackInSlot(0) == ItemStack.EMPTY) return false;
		int burnTime = TileEntityFurnace.getItemBurnTime(items.getStackInSlot(0));
		if (burnTime <= 0) return false;
		fuelTimeRemaining += burnTime;
		items.extractItem(0, 1, false);
		return true;
	}
	
	@Override
	public boolean hasFastRenderer() {
		return true;
	}
	
	@Override
	public int getDataMax() {
		return 2;
	}
	
	@Override
	public int getData(int id) {
		switch (id) {
			case 0: return fuelTimeRemaining;
			case 1: return currentItemProcessTime;
			default: return 0;
		}
	}
	
	@Override
	public void setData(int id, int value) {
		switch (id) {
			case 0: fuelTimeRemaining = value;
			case 1: currentItemProcessTime = value;
		}
	}
	
	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound compound) {
		super.writeToNBT(compound);
		compound.setInteger("fuelTime", fuelTimeRemaining);
		compound.setInteger("processTime", currentItemProcessTime);
		compound.setTag("items", items.serializeNBT());
		return compound;
	}
	
	@Override
	public void readFromNBT(NBTTagCompound compound) {
		super.readFromNBT(compound);
		fuelTimeRemaining = compound.getInteger("fuelTime");
		currentItemProcessTime = compound.getInteger("processTime");
		items.deserializeNBT(compound.getCompoundTag("items"));
	}
	
	@Override
	public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
		return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY ? CapabilityItemHandler.ITEM_HANDLER_CAPABILITY.cast(items) : capability == CapabilityAnimation.ANIMATION_CAPABILITY ? CapabilityAnimation.ANIMATION_CAPABILITY.cast(asm) : null;
	}
	
	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
		return getCapability(capability, facing) != null;
	}
	
	@Override
	public SPacketUpdateTileEntity getUpdatePacket() {
		return new SPacketUpdateTileEntity(pos, 3, getUpdateTag());
	}
	
	@Override
	public NBTTagCompound getUpdateTag() {
		return writeToNBT(new NBTTagCompound());
	}
	
	@Override
	public void onDataPacket(NetworkManager net, SPacketUpdateTileEntity pkt) {
		handleUpdateTag(pkt.getNbtCompound());
	}
	
}

 

 

 

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I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

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Your TE your hasCapability method is not returning CapabilityAnimation.ANIMATION_CAPABILITY.

e.g. something like

 @Override
    @Nullable
    public <T> T getCapability(@Nonnull Capability<T> capability, @Nullable EnumFacing side)
    {
        if(capability == CapabilityAnimation.ANIMATION_CAPABILITY)
        {
            return CapabilityAnimation.ANIMATION_CAPABILITY.cast(asm);
        }
        return super.getCapability(capability, side);
    }

 

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5 hours ago, Aeronica said:

Your TE your hasCapability method is not returning CapabilityAnimation.ANIMATION_CAPABILITY.

Yes it is

 

On 7/7/2018 at 12:03 AM, Animefan8888 said:

@Override
public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
	return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY ? CapabilityItemHandler.ITEM_HANDLER_CAPABILITY.cast(items) : capability == CapabilityAnimation.ANIMATION_CAPABILITY ? CapabilityAnimation.ANIMATION_CAPABILITY.cast(asm) : null;
} 
  
@Override
public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
	return getCapability(capability, facing) != null;
}

 

 

 

Edited by Animefan8888
Formatting

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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16 minutes ago, Animefan8888 said:

Yes it is

 

 

My Bad. I edited my post to correct the code.  You must override hasCapability properly and return the super.hasCapability.if it does not match. The animation system will not process your animation if your hasCapaibility does not explicitly match CapabilityAnimation.ANIMATION_CAPABILITY and return true,

Edited by Aeronica
corrections
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4 minutes ago, Aeronica said:

My Bad. I edited my post to correct the code.  You must override hasCapability properly and return the super.hasCapability.

This is true, but only to have compatibility with other mods that add a capability to them.

 

4 minutes ago, Aeronica said:

The animation system will not process your animation if your hasCapaibility does not explicitly match CapabilityAnimation.ANIMATION_CAPABILITY and return true,

I know, it does return true because getCapability won't return null. I have already stepped through this with my IDEs debugger and it is being treated as an AnimatedTESR.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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It may not return null, but it's a bad practice to assume it's not null because it's built into Forge. Anyway it may be easier to help trouble shoot if you put your code in repository like GitHub. There are examples in forge source too. I have a TestMod that has more examples of working Forge Animations 

NOTE Per Forge Documentation regarding hasCapability. http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/

Quote

Once you have your own instance of the capability interface, you will want to notify users of the capability system that you expose this capability. This is done by overriding the hasCapability method, and comparing the instance with the capability you are exposing. If your machine has different slots based on which side is being queried, you can test this with the facing parameter. For Entities and ItemStacks, this parameter can be ignored, but it is still possible to have side as a context, such as different armor slots on a player (top side => head slot?), or about the surrounding blocks in the inventory (west => slot on the left?). Don’t forget to fall back to super, otherwise the attached capabilities will stop working.

You need to be careful referring to Botania code. Vazkii writes nice code, but it can be hard to follow since his mods also depend on his libraries. Take special care to look for cases where he extends his own version of TE classes.

 

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8 minutes ago, Aeronica said:

NOTE Per Forge Documentation regarding hasCapability. http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/

Yes , I know this I even said that to you.

8 minutes ago, Aeronica said:

You need to be careful referring to Botania code. Vazkii writes nice code, but it can be hard to follow since his mods also depend on his libraries. Take special care to look for cases where he extends his own version of TE classes.

I have taken care while looking at Vazkii's code, though I might have missed something.

10 minutes ago, Aeronica said:

Anyway it may be easier to help trouble shoot if you put your code in repository like GitHub.

Here is the link to the github repo.

if you notice anything else that is not related to this issue that may be problematic feel free to let me know.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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You should not use ternary operators for getCapability, it makes it pointlessly hard to read. 

Second, the default case should not be null, you should call super.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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3 minutes ago, Draco18s said:

You should not use ternary operators for getCapability, it makes it pointlessly hard to read.

This is a fair, and good point. I will change.

4 minutes ago, Draco18s said:

Second, the default case should not be null, you should call super. 

This is true as pointed out above by Aeronica, and was changed on the git hub code. When I originally wrote it I wasn't thinking about inter-mod compatibility with other TE Capabilities.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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23 minutes ago, loordgek said:

https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1288788-all-u-want-create-and-edit-items-entities-spawners

What does this have to do with anything?

And

23 minutes ago, loordgek said:

Problematic Code 12

I was just looking at this yesterday and going to make the change the next time I sat down and worked on this mod. Thank you.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Regarding the proper use of itemstacks since  1.11.2 

This is not really helping fix your problem. But knowing this will save you a lot of pain down the road.

 

I did try to build your mod the other day. I did load up all the gems and ingot, but there was no item for the compressor block. I assume the version you had on GitHub at the time was not as functional as the one in you dev environment. I did not take a lot of time to look around, but I think you should locate the Forge Animation test/debug sources and compare that against what you are trying to do.

 

AnimatedModelTest.java 

resources for forgedebugmodelanimation

 

 

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19 minutes ago, Aeronica said:

I did try to build your mod the other day. I did load up all the gems and ingot, but there was no item for the compressor block.

If you looked at the code it was ModItems.MATERIALS with meta 4, aka Shadow Shards. But it requires 4 of them to function.

21 minutes ago, Aeronica said:

but I think you should locate the Forge Animation test/debug sources and compare that against what you are trying to do.

I have looked at the forge test of it, but I will try to look it over again and hopefully find something.

22 minutes ago, Aeronica said:

Regarding the proper use of itemstacks since  1.11.2

I understand why it would be a problem and have already said I would fix it upon getting back to my workstation.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 minute ago, diesieben07 said:

Sorry @Animefan8888, I can't really help either, you are the first one in months I see trying to use the animation system.

I understand; it's sad that fry moved on to Mojang before properly documenting this system because I feel that it is secretly great. When I find the solution I will be sure to post here and hopefully provide some type of tutorial/guide/documentation of some sort that is more easily followed than the current stuff. 

  • Like 1

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

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I've made some progress, I guess. I got the problem hopefully narrowed down to my armatures file and the model file, but I don't see the problem with them. I have tested this by taking the forgedebugmodelanimation test files and using them along with my own code. I just can't seem to get my armatures file to work with everything or my model files.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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I have gotten my model to animate, exactly the way I wanted it to. I am unsure as to exactly how and am going to attempt to recreate this in another separate workspace. And if it works then I am going to start working on a tutorial for it. I have updated my github repo with all the new files. Here are the links to the main files.

 

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VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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I have finished the tutorial on the Animation System here, please @diesieben07 @Draco18s @loordgek if you have time please look over my tutorial.

Edited by Animefan8888
  • Thanks 1

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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30 minutes ago, Animefan8888 said:

I have finished the tutorial on the Animation System here, please @diesieben07 @Draco18s @loordgek if you have time look over my tutorial.

I've never looked at the system before, so all I can really say is...
Good job, you've got something functional.

Probably.

(I still can't make sense of the system)

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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3 minutes ago, Draco18s said:

(I still can't make sense of the system)

Is there a certain part that doesn't make sense so I can try to elaborate on that in my tutorial?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 minute ago, loordgek said:

maybe get it into https://github.com/MinecraftForge/Documentation

I would like to refine the tutorial and get the wording correct to simplify the tutorial before I go and do that. But that is on the list.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

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15 hours ago, Animefan8888 said:

Is there a certain part that doesn't make sense so I can try to elaborate on that in my tutorial?

I think the armatures file is pretty much undocumented right now, and although there's a grammar floating around for the ASM file, it's really a reference rather than a tutorial.

 

What does the "joints" section in the armatures file do? 

"joints": {
    "pole": {"0": [1.0]},
    "platform": {"1": [1.0]}
  },

So I think the "0" and "1" correspond to elements of your model?  But what does the [1.0] argument signify?

 

Well done on getting this far, though.  More than I've managed (I've investigated a few time, but always given up) !

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21 minutes ago, desht said:

But what does the [1.0] argument signify?

Currently all I know about this is that only the first argument is used, and it is used as a multiplier on a TRSRTransformation contained in an Optional, it is used on line 534 of ModelBlockAnimation.

Also I explain this(I think) in my tutorial.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

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