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Block state json with submodels shows incorrect in inventory/hand?


pkmnfrk

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I have a block that has 5 variants, each of which is a meant to be layered on top of the final block, depending on a BlockState property. In the actual world, this block works A-OK. However, there is a slight issue with the block when in your inventory.

 

2018-12-18_01_43_30.png.a13db39bd0f8359ec9df3b966ae57bfb.png

 

As you can see, the block is being rendered directly from the side, which is undesirable. Also, you can't see it in this screen shot, but the in-hand model is being rendered behind me.

 

I added display options to each composite model to rotate them, and if I put a single model in an item directly, it rotates correctly.

 

2018-12-18_01_46_18.png.59bfa0cf5312bcda1fea2e976b831a6b.png

 

Am I doing something wrong, or is this a bug?

 

One of the models: https://github.com/pkmnfrk/factorycraft/blob/1.12.2/src/main/resources/assets/factorycraft/models/block/boulder/0.json

The main blockstate json: https://github.com/pkmnfrk/factorycraft/blob/1.12.2/src/main/resources/assets/factorycraft/blockstates/iron_boulder.json

The test item in the second screen shot: https://github.com/pkmnfrk/factorycraft/blob/1.12.2/src/main/resources/assets/factorycraft/blockstates/test.json

 

In that last file, if you change the "inventory" variant to be the same as the "normal" variant, it breaks the same way (doesn't rotate)

 

Edit: Thinking about it, this would not be too difficult to avoid using sub models for (I could just make 5 models that roll up the different pieces), but I can foresee issues in the future for more complicated blocks that would make this a pain, so I would really like to understand this issue

Edited by pkmnfrk
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Since you are already using forge blockstates you can just specify the transformation matrix directly in there. You are only specifying the rotation which... I am not even sure if you can specify it like that, don't you have to provide a quaternion? Or at least the angle and the Axes? Or if these are rotations for the axes then why are you rotating 90 degrees around the X one? And as you've discovered the rotation alone isn't enough.

In any case forge allows you to specify built-in transformation data, already pre-made for you. In your case the forge:default-block transform would do the trick. You can see an example here.

Edited by V0idWa1k3r
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The rotation specified in the blockstate json was copied out of the model in a half-baked attempt to apply rotation to the entire model. I forgot to remove it before comitting.

 

Or, if you're referring to the model rotations, I'm going strictly by the Model format (https://minecraft.gamepedia.com/Model) and what the editor I'm using shows (https://blockbench.net/) which has so far been correct when I'm not using submodels.

 

I'll be honest, I don't know what a quaternion is, but I will look at your example and see if I can make sense of it.

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Ok, the only thing you have that I don't is:

 

    "transform": "forge:default-block",
    "gui3d": true

 

Which doesn't seem to change anything when I put it into my block state.

 

To be clear, what I'm expecting is for the rotation in each model to be applied when the model is composited. I'm pretty sure the fact that it doesn't work (but it does if I reference a model directly) is a bug.

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