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Mcblend is a Blender 4.2 plugin that allows creators to design and animate Minecraft Bedrock Edition models using Blender's powerful 3D modeling and animation tools.
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Mcblend is a Blender 4.5 plugin that allows creators to design and animate Minecraft Bedrock Edition models using Blender's powerful 3D modeling and animation tools.
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## 🔧 Features
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- Exporting and importing models for Minecraft Bedrock Edition.
6. Add a keyframe to location, rotation, and scale at frame 0. This will be the rest pose of the animation. The keyframe should be added in Pose mode. You should add the keyframe to all bones in the armature. In this case, we only have one bone. Select all of the bones by pressing `A` while in `Pose mode` and hovering over the 3D viewport. Then, press `I` to add the keyframe and select the `Location, Rotation & Scale` option.
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6. Add a keyframe to location, rotation, and scale at frame 0. This will be the rest pose of the animation. The keyframe should be added in Pose mode. You should add the keyframe to all bones in the armature. In this case, we only have one bone. Select all of the bones by pressing `A` while in `Pose mode` and hovering over the 3D viewport. Then, press `K` to add the keyframe and select the `Location, Rotation & Scale` option (or just press `I` which should automatically add a keyframe to all of the animation channels).
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In this section, we will learn how to use the NLA editor to manage animations in Mcblend. This includes the ability to combine multiple actions into a single animation.
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To create a new animation, return to Object mode and press the `New Animation` button. If you try to create a new animation while an active action is present, you will receive a warning to either "Stash or Push Down" the active action.
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1.To create a new animation, return to Object mode and in the `Action Editor`, press the `Push Down` button to add the animation to the NLA track and activate it. After that you can press the `New Animation` button.
1. In the `Action Editor`, press the `Push Down` button to add the animation to the NLA track and activate it. The Stash button does not activate the animation.
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```{note}
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If you press `New Animation` before pushing down the animation, the animation will not be added to the NLA track. Doing that is still a valid workflow, and switching between Mcblend animations would still be able to restore the correct state, but this tutorial shows the NLA editor workflow.
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```
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```{note}
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The UI may look slightly different. In Blender 4.5, the `Stash` and `Push Down` buttons were moved into the "Action" menu, and a new field for Action Slots was added in that newly freed space.
2. To create a new animation, repeat the steps from the previous section, naming it `my_cube.scale` and creating a new action for it. Note that the action from the previous animation is still active in the NLA editor. You can disable it to prevent it from affecting the new animation.
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3. Select the location where you would like to save the exported animation file.
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4. Repeat these steps to export any additional animations. Note that exporting multiple animations to the same file will not overwrite the previous animation - both will be included in the same file.
Copy file name to clipboardExpand all lines: docs/animations/essential_concepts.md
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## Recomended workspace layout
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Animations in Mcblend are based on Non Linear Animation (NLA) tracks. A single animation can contain multiple NLA tracks running at the same time, each track containing action strips. While working with animations in Mcblend, you'll be using the NLA tracks and action editor frequently. It is recommended to set up a workspace layout like the one shown in the image below for working with animations in Mcblend.
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In previous versions of Mcblend, animations were always based on Non Linear Animation (NLA) tracks, where a single animation can contain multiple NLA tracks running at the same time, each track containing action strips. Now, using NLA tracks is not required - animations can be kept in the active action. However, working with NLA tracks remains a useful workflow, especially for organizing complex animations.
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It is still recommended to set up a workspace layout like the one shown below for working with animations in Mcblend, as it makes managing both active actions and NLA tracks easier.
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The editor on the left side of the screen is the `Nonlinear Animation` editor. The editor at the bottom is the `Dope Sheet` editor set to the `Action editor` mode.
Copy file name to clipboardExpand all lines: docs/animations/physics_simulation.md
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Fortunately, you do not need to manually add all 50 keyframes. Mcblend can automate this process during animation export. Simply {ref}`create a new empty Mcblend animation<creating-animations-from-scratch>` and utilize the {ref}`Extra Keyframes<extra-keyframes>` feature to add keyframes starting from frame 1 (define the range as `1:`).
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```{warning}
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If a warning prompts you to "Stash or push down" before adding a new animation when pressing the `New Animation` button, select `Push down` in the `Action Editor` tab. This action moves the current animation to the `Nonlinear Animation` editor while keeping it active.
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```
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Before exporting, make sure that frame 0 is a rest pose and that all bone transformations at that frame are keyframed.
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Before exporting, make sure that the model at frame 0 is in the rest pose and that all bone transformations at that frame are keyframed.
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To reduce animation size with a minimal impact on quality, consider using the `{ref}Animation Optimization<optimizing-animations>` feature.
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To reduce animation size with a minimal impact on quality, consider using the {ref}`Animation Optimization<optimizing-animations>` feature.
Copy file name to clipboardExpand all lines: docs/gui/object_properties.md
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The `Mcblend: Animations panel` allows you to easily switch between animations in your project. These animations are represented as NLA tracks on the armature, with additional data attached to them. Selecting a different animation in the panel will also switch the active NLA track.
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-`New animation` - Creates a new animation. This operator cannot be used while editing an action of the armature; you must stash the current action first.
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-`New animation` - Creates a new Mcblend animation. This is not the same as creating a new action in the `Action Editor` and it doesn't affect currently active action or NLA tracks in any way. Mcblend animations are connected to actions, but they are not the same. Mcblend animations just remember which action should be active when you switch between them.
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-`Remove animation` - Deletes the currently active animation.
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-`Select animation` - A dropdown list to choose which animation to edit.
Copy file name to clipboardExpand all lines: docs/installation_and_updating.md
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# Installation and updating
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## Installation
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1. Download and install Blender 4.2 (the current LTS version) from the official website: [https://www.blender.org/download/releases/4-2/](https://www.blender.org/download/releases/4-2/)
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1. Download and install Blender 4.5 (the current LTS version) from the official website: [https://www.blender.org/download/releases/4-5/](https://www.blender.org/download/releases/4-5/)
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2. Download the latest version of Mcblend from the project page on GitHub: [https://github.com/Nusiq/mcblend/releases](https://github.com/Nusiq/mcblend/releases).
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```{note}
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If a pre-release version is available, it may include additional features and bug fixes. The pre-release versions are stable but not yet fully documented. The user interface may also differ from the version described in the documentation.
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