完整版BedrockWiki镜像!

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---
title: 'Blockbench: Modeling, Texturing and Animating'
category: Guide
description: A first peek into Blockbench
title: 'Blockbench建模、纹理与动画'
category: 指南
description: 初探Blockbench建模工具
prefix: '7. '
nav_order: 7
mentions:
@@ -18,74 +18,82 @@ mentions:
- smell-of-curry
---
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/).
# Blockbench建模、纹理与动画
Let's get started.
<!--@include: @/wiki/bedrock-wiki-mirror.md-->
1. Open Blockbench.
2. Choose _File>New>Bedrock Model_. This is important because Minecraft Bedrock will not be able to read Java models.
3. A screen like this will have popped up.
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。
## 快速入门
1. 打开Blockbench
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
3. 将出现以下界面
![](/assets/images/guide/create_entity_project_menu.png)
- `"File name:"` is self-explanatory. My file will generate as "skele_yaklin.geo.json".
- `"Model Identifier:"` is the model identifier (namespace not required), a short name for this ID will be defined later.
- `"Box UV"` has to be checked on for automatic UV editing and unwrapping for texturing.
- `"Texture Height"` and `"Texture Width"` define the resolution of the model's textures.
- `"文件名:"` 即保存名称(示例将生成"skele_yaklin.geo.json"
- `"模型标识符:"` 是模型的命名空间标识(可省略命名空间前缀)
- **必须勾选** `"方框UV映射"` 以实现自动UV编辑和纹理展开
- `"纹理高度"` `"纹理宽度"` 决定贴图分辨率
4. Press confirm. You'll see a screen like this:
4. 点击确认后进入工作区:
![](/assets/images/guide/create_entity_workspace.png)
- You can see many tools here: move, resize, rotate, etc.
- 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;
- 工具栏提供移动、缩放、旋转等基础操作
- 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)
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.
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
<YouTubeEmbed id="XqzxL_-XjA0" />
<YouTubeEmbed id="j7ISUImhgpc" />
## Texturing
## 纹理绘制
Now that you have your model in place let's start texturing!
完成模型后,开始制作纹理:
1. On the left-bottom panel, click "Create Texture"
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.
1. 在左下方面板点击"创建纹理"
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
![](/assets/images/guide/create_entity_texture_1.png)
1. Check everything and change your resolution to the one you set in the very first step.
3. 确认分辨率与初始设置一致
![](/assets/images/guide/create_entity_texture_2.png)
1. Go to "Paint" in the upper right corner and paint your texture.
4. 切换右上角至"绘制"模式进行纹理创作
## Animating
## 动画制作
Once your model and texture are done, you can start animating. Go to "Animate" in the upper right corner.
完成模型与纹理后,切换至右上角"动画"模式开始制作动画。
You might want to adjust one of the toolbars by adding "Export Animations" and "Import Animations" like this:
建议通过工具栏设置添加"导出动画"和"导入动画"按钮:
![](/assets/images/guide/create_entity_animation_1.png)
1. Click "Add Animation" [the plus icon on the top right side] and name it `animation.{yourEntityName}.move`.
Create the first frame of your walking animation under 0 on the timeline by moving the legs.
1. 点击"添加动画"(右上角+号图标),命名为`animation.{实体名称}.move`
在时间轴0帧处调整腿部位置创建第一关键帧
![](/assets/images/guide/create_entity_animation_2.png)
1. Create the second frame under 0.5 on the timeline.
2. 在时间轴0.5帧处创建第二关键帧
![](/assets/images/guide/create_entity_animation_3.png)
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.
1. Right-click the animation and tick "Loop" for the animation to loop.
3. 将时间轴移至1.0帧复制第一帧完成循环Ctrl+C → Ctrl+V
4. 右键动画选择"循环"使动画持续播放
![](/assets/images/guide/create_entity_animation_4.png)
## Saving your work
## 保存作品
Now that our model, texture, and walk animation are complete, you can save your work.
完成模型、纹理和行走动画后:
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.
- 通过 _文件 > 保存模型_ _文件 > 导出基岩版模型_ 保存
- 模型保存至 `RP/models/entity`
- 纹理保存至 `RP/textures/entity/`
- 动画保存至 `RP/animations`
_Meanwhile, why not upgrade the visuals of your own unique entities' or create another one?_
恭喜完成首个实体视觉创作!下方提供完整文件示例参考。
<Spoiler title="Show code">
_不妨尝试为你的独特实体升级视觉效果或创作全新角色_
<CodeHeader>RP/models/entity/ghost.geo.json</CodeHeader>
<Spoiler title="显示代码">
```json
::: code-group
```json [RP/models/entity/ghost.geo.json]
{
"format_version": "1.12.0",
"minecraft:geometry": [
@@ -154,9 +162,7 @@ _Meanwhile, why not upgrade the visuals of your own unique entities' or create a
}
```
<CodeHeader>RP/animations/ghost.a.animations.json</CodeHeader>
```json
```json [RP/animations/ghost.a.animations.json]
{
"format_version": "1.8.0",
"animations": {
@@ -269,15 +275,15 @@ _Meanwhile, why not upgrade the visuals of your own unique entities' or create a
}
}
```
:::
</Spoiler>
## What you have learned
## 学习总结
<Checklist>
- [x] How to create an entity in Blockbench
- [x] How to use Blockbench to model, texture, and animate your entity
</Checklist>
- [x] 掌握Blockbench实体创建流程
- [x] 学会使用Blockbench进行建模、纹理绘制与动画制作
</Checklist>