How to get Tabula models to work in MCreator (For Minecraft versions 1.8 and above)

Started by Vegetto on

Topic category: User side tutorials

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How to get Tabula models to work in MCreator (For Minecraft versions 1.8 and above)
Wed, 01/31/2018 - 17:46 (edited)

So today i thought i would make this little tutorial on how to use models imported from Tabula in MCreator. Now unfortunately, this won't work for Minecraft 1.7.10. It can only work for 1.8 and above. (Well, the models work, but i can't find any way of animating the models in 1.7.10 since the codes i tried didn't work. But they work in 1.8 and above)

So first off, you are going to want to open Tabula. When you install it, click on the T to open it.

 

Next, you are gonig to want to start or select your model. Note that this is not a tutorial on parenting the model nor modelling itself. What you do to start making the model, click the blank page with the green plus in the top left corner.

 

Once you have your model done, I am using the Bamster model from my World Trigger mod as an example, you are going to want to make sure you have it completed. Also decide whether or not you are going to scale the model or not.

 

Then you click on the blank page with the red arrow. To get a file to use to texture your model, select texturemap. Not project texture. To export, click Java class.

 

Next what you will want to do is you will have to make sure the name of your model is spelt correctly. Make sure that it matches the name of the class but has "Model" infront of it. For example, i will have named the class for the Bamster "Bamster" in MCreator. If I import the model just being called "Bamster", you will get errors. So when exporting it, make it like "ModelBamster". No spaces between "Model" and the name of your mob. Also make sure the M is capitalized. In the package for class section, make sure you put net.minecraft.src. Do not put anything else there besides that otherwise you will get errors.

 

Lastly, I am unsure how to take screenshots of notepad ++, so you are going to have to read carefully. If you scaled your model, open up the export and remove all imports. They are not necessary. The imports you should remove look like this:

"import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.client.renderer.GlStateManager;
import org.lwjgl.opengl.GL11;"

 

After that, you will want to go into MCreator and create a mob class. Like said before, put in the exact name for your model. (minus the model part). And do everything else like you normally would.

 

If you want to have animations to work, i am afraid i can only help with the simple walking animation. MCreator does not recognize Tabula models for it's animation segment, but taking the code from a model that was previously animated in MCreator, that will just work fine. 

Look for the code that looks like this: 

"   public void setRotateAngle(ModelRenderer modelRenderer, float x, float y, float z) {
        modelRenderer.rotateAngleX = x;
        modelRenderer.rotateAngleY = y;
        modelRenderer.rotateAngleZ = z;
    }
}

"

It should be all the way at the bottom. Simply replace it with the following code:

"

public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
this.HEAD.rotateAngleY = f3 / (180F / (float)Math.PI);
this.HEAD.rotateAngleX = f4 / (180F / (float)Math.PI);
this.LEFTARM.rotateAngleX = MathHelper.cos(f * 1.0F) * -1.0F * f1;
this.RIGHTARM.rotateAngleX = MathHelper.cos(f * 1.0F) * 1.0F * f1;
this.LEFTLEG.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;
this.RIGHTLEG.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;
}

}

"

Then replace the capitalized portions with the corresponding piece in your model. For example, if the piece you want animated is titled "Shape55" replace the corresponding part with "Shape55". Also yes, there has to be two parts for the head area.

 

Anyways, that concludes the little tutorial. Hope you can find it useful.

Edited by Klemen on Wed, 01/31/2018 - 17:46
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there should be a tutorial
Mon, 10/23/2017 - 20:34

there should be a tutorial for 1.7.10 tabura.... since techne was taken down

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Hi there…
Sun, 12/31/2017 - 09:29

Hi there

 

I have an issue I'd like some help with if you'd please.

I've made a tabula model, and imported it to mcreator and everything worked fine. I then wanted to add some animations for the model (the ones you posted) but they give errors whenever I try to export the mod as a .java. I'm thinking it is probably because the minecraft you made the tutorial for is 1.8, when I'm making a 1.12.2 mob. Would anyone (preferrably Vegetto) be so kind as to help me fix this? The console says some text should be replaced here and there (syntax errors), but as I'm unfamiliar with java coding they're of no help to me.

Code: https://pastebin.com/km5ydkE7

Console: https://pastebin.com/8UKuW3E6

 

I would be very grateful.

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All that text at the end was…
Sun, 12/31/2017 - 09:30

All that text at the end was not intended, apologies.

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Yeah, I encounter the same…
Sat, 12/30/2017 - 23:21

Yeah, I encounter the same problem as the guy above. Not the text to speech, the changes causing the mob to fail.

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I will look into it as i am…
Sun, 12/31/2017 - 13:40

I will look into it as i am starting to update my mods to 1.12.2. I will see what i can do. However it may take some time since my computer is having some difficulties

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Any updates on this?
Thu, 01/11/2018 - 20:10

Any updates on this?

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I just got my computer fixed…
Tue, 01/16/2018 - 02:10

I just got my computer fixed, so i will look into the problem this week

 

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I've figured out the issue…
Thu, 01/18/2018 - 00:04

I've figured out the issue. The problem (at least for me) seems to be the animation part of the code. If you just import the model and do not put the extra code in for animation, the model should render fine. Now the next issue I have to solve is how to actually add the animations in

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there is and avilable…
Sat, 01/27/2018 - 18:01

there is and avilable version for tabula 1.7.10 and i used but...

C:\Pylo\MCreator173\forge\build\sources\java\mod\mcreator\mcreator_wut.java:179: error: illegal start of type
package net.minecraft.client.model;
^
C:\Pylo\MCreator173\forge\build\sources\java\mod\mcreator\mcreator_wut.java:179: error: ';' expected
package net.minecraft.client.model;
       ^
C:\Pylo\MCreator173\forge\build\sources\java\mod\mcreator\mcreator_wut.java:179: error: illegal start of type
package net.minecraft.client.model;
           ^
C:\Pylo\MCreator173\forge\build\sources\java\mod\mcreator\mcreator_wut.java:179: error: ';' expected
package net.minecraft.client.model;
                     ^
C:\Pylo\MCreator173\forge\build\sources\java\mod\mcreator\mcreator_wut.java:179: error:  expected
package net.minecraft.client.model;
                                  ^
I know the the thing "net.minecraft.client.model"after some research

 

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I'm not sure what it is, but…
Sat, 01/27/2018 - 19:01

I'm not sure what it is, but from the looks of it, it might be that you don't have the package name (when exporting to java) as net.minecraft.src

instead it looks you have it as net.minecraft.client.model

try changing it to the first. and if it's not that, the net.minecraft.client.model is probably an import. you don't really need those imports so just remove the line of code. If you still have errors, send screenshots so i can try and solve it

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May I ask how the animation…
Wed, 01/31/2018 - 17:47

May I ask how the animation issue is coming along?

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I'm about to try it on MC…
Thu, 02/01/2018 - 22:48

I'm about to try it on MC Edit 177, with Forge 1.12.2-14.23.1.2555, provided I can get the new MC Edit to run.

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Well, it didn't crash when I…
Fri, 02/02/2018 - 00:54

Well, it didn't crash when I put the code in and ran the gradle, but my entity is not moving any limbs. It's a start.