完整版BedrockWiki镜像!
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---
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title: 'Blockbench: Modeling, Texturing and Animating'
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category: Guide
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description: A first peek into Blockbench
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title: 'Blockbench建模、纹理与动画'
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category: 指南
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description: 初探Blockbench建模工具
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prefix: '7. '
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nav_order: 7
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mentions:
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@@ -18,74 +18,82 @@ mentions:
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- smell-of-curry
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---
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Blockbench is a free software designed to make Minecraft modeling, texturing, and animating possible. It is available for mobile browsers, Windows 10, and macOS. Please install it at [blockbench.net](https://blockbench.net/).
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# Blockbench建模、纹理与动画
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Let's get started.
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<!--@include: @/wiki/bedrock-wiki-mirror.md-->
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1. Open Blockbench.
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2. Choose _File>New>Bedrock Model_. This is important because Minecraft Bedrock will not be able to read Java models.
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3. A screen like this will have popped up.
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Blockbench是一款专为Minecraft设计的免费建模、纹理绘制和动画制作软件,支持移动端浏览器、Windows 10和macOS。请访问[blockbench.net](https://blockbench.net/)下载安装。
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## 快速入门
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1. 打开Blockbench
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2. 选择 _文件 > 新建 > 基岩版模型_(注意:基岩版无法读取Java版模型)
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3. 将出现以下界面
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- `"File name:"` is self-explanatory. My file will generate as "skele_yaklin.geo.json".
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- `"Model Identifier:"` is the model identifier (namespace not required), a short name for this ID will be defined later.
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- `"Box UV"` has to be checked on for automatic UV editing and unwrapping for texturing.
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- `"Texture Height"` and `"Texture Width"` define the resolution of the model's textures.
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- `"文件名:"` 即保存名称(示例将生成"skele_yaklin.geo.json")
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- `"模型标识符:"` 是模型的命名空间标识(可省略命名空间前缀)
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- **必须勾选** `"方框UV映射"` 以实现自动UV编辑和纹理展开
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- `"纹理高度"` 和 `"纹理宽度"` 决定贴图分辨率
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4. Press confirm. You'll see a screen like this:
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4. 点击确认后进入工作区:
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- You can see many tools here: move, resize, rotate, etc.
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- You can add bones and cubes in the menu on the right-bottom corner. Cubes can rotate on their own; the bones will carry everything in them along;
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- 工具栏提供移动、缩放、旋转等基础操作
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- 右下角菜单可添加骨骼和立方体(立方体可独立旋转,骨骼将带动其下所有子元素)
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5. Now, you are ready to create your model! For more in-depth tutorials on modeling, please check out the videos by Everbloom Studio below.
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5. 现在可以开始建模!如需深入学习,推荐观看下方Everbloom Studio的教学视频
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<YouTubeEmbed id="XqzxL_-XjA0" />
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<YouTubeEmbed id="j7ISUImhgpc" />
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## Texturing
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## 纹理绘制
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Now that you have your model in place let's start texturing!
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完成模型后,开始制作纹理:
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1. On the left-bottom panel, click "Create Texture"
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1. Write down your image file name under "Name:". Mine will export as `ghost.png`. Check "Template:" to make a template texture - it'll be easier to work with.
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1. 在左下方面板点击"创建纹理"
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2. 在"名称:"处输入贴图文件名(示例将导出为`ghost.png`),勾选"模板:"可生成带辅助线的纹理模板
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1. Check everything and change your resolution to the one you set in the very first step.
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3. 确认分辨率与初始设置一致
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1. Go to "Paint" in the upper right corner and paint your texture.
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4. 切换右上角至"绘制"模式进行纹理创作
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## Animating
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## 动画制作
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Once your model and texture are done, you can start animating. Go to "Animate" in the upper right corner.
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完成模型与纹理后,切换至右上角"动画"模式开始制作动画。
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You might want to adjust one of the toolbars by adding "Export Animations" and "Import Animations" like this:
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建议通过工具栏设置添加"导出动画"和"导入动画"按钮:
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1. Click "Add Animation" [the plus icon on the top right side] and name it `animation.{yourEntityName}.move`.
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Create the first frame of your walking animation under 0 on the timeline by moving the legs.
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1. 点击"添加动画"(右上角+号图标),命名为`animation.{实体名称}.move`
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在时间轴0帧处调整腿部位置创建第一关键帧
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1. Create the second frame under 0.5 on the timeline.
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2. 在时间轴0.5帧处创建第二关键帧
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1. Finally, copy the first frame to the third frame by placing your timeline cursor on 1.0 and selecting the first frame, then ctrl+c, ctrl+v.
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1. Right-click the animation and tick "Loop" for the animation to loop.
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3. 将时间轴移至1.0帧,复制第一帧完成循环(Ctrl+C → Ctrl+V)
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4. 右键动画选择"循环"使动画持续播放
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## Saving your work
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## 保存作品
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Now that our model, texture, and walk animation are complete, you can save your work.
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完成模型、纹理和行走动画后:
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Go to _File > Save Model_ or _File > Export Bedrock Geometry_. Save the model in `RP/models/entity`, the texture in `RP/textures/entity/` and the animation in `RP/animations`. Congratulations! You've successfully created your first entity's visuals! You can see the file examples below.
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- 通过 _文件 > 保存模型_ 或 _文件 > 导出基岩版模型_ 保存
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- 模型保存至 `RP/models/entity`
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- 纹理保存至 `RP/textures/entity/`
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- 动画保存至 `RP/animations`
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_Meanwhile, why not upgrade the visuals of your own unique entities' or create another one?_
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恭喜完成首个实体视觉创作!下方提供完整文件示例参考。
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<Spoiler title="Show code">
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_不妨尝试为你的独特实体升级视觉效果,或创作全新角色?_
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<CodeHeader>RP/models/entity/ghost.geo.json</CodeHeader>
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<Spoiler title="显示代码">
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```json
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::: code-group
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```json [RP/models/entity/ghost.geo.json]
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{
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"format_version": "1.12.0",
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"minecraft:geometry": [
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@@ -154,9 +162,7 @@ _Meanwhile, why not upgrade the visuals of your own unique entities' or create a
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}
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```
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<CodeHeader>RP/animations/ghost.a.animations.json</CodeHeader>
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```json
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```json [RP/animations/ghost.a.animations.json]
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{
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"format_version": "1.8.0",
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"animations": {
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@@ -269,15 +275,15 @@ _Meanwhile, why not upgrade the visuals of your own unique entities' or create a
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}
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}
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```
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:::
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</Spoiler>
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## What you have learned
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## 学习总结
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<Checklist>
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- [x] How to create an entity in Blockbench
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- [x] How to use Blockbench to model, texture, and animate your entity
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</Checklist>
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- [x] 掌握Blockbench实体创建流程
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- [x] 学会使用Blockbench进行建模、纹理绘制与动画制作
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</Checklist>
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