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

Started by Vegetto on Sun, 03/19/2017 - 00:03

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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okay so i think i figured…
Tue, 07/31/2018 - 22:21

okay so i think i figured out what you meant. stupid me, anyways after i did that and replaced the names Mcreator gave me this error message.

"

C:\Pylo\MCreator179\forge\build\sources\main\java\mod\mcreator\mcreator_a.java:285: error: reached end of file while parsing
}
 ^
1 error

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':compileJava'.
> Compilation failed; see the compiler error output for details.

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
 

"

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my wont work 
Wed, 08/01/2018 - 01:55

my wont work 

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Well i downloaded techne but…
Thu, 08/02/2018 - 05:56

Well i downloaded techne but the animations still don't work

 

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sadly Tabula will NOT work…
Fri, 08/17/2018 - 18:12

sadly Tabula will NOT work for me on 1.12.2. Tried multiple times to load one mod then close in case it need initialization etc. and reopen MC. of which it crashes before even fully loading the title screen. iChunUtil loads fine, but Tabula crashes it. everytime. Apparently this is also a topic on the actual page here [first comment, by BlackJar72, July 21,2018]: https://minecraft.curseforge.com/projects/tabula-minecraft-modeler

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I have no problem with the…
Sat, 09/29/2018 - 23:35

I have no problem with the ichun util or tub... My problem is the file is not support so I can not import it.Tub does not give you a Object or JSon file. Any idea?

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I managed to make a working…
Mon, 11/05/2018 - 17:21

I managed to make a working Custom Mob Model for Minecraft 1.12.2, but for some reason, while in attack phase, it will run against the opponent without doing any damage. I think there's something wrong with the model, since the mob worked properly before the model (default model) was replaced with the new one (custom model).

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Hello, can you tell me if it…
Mon, 02/25/2019 - 01:57

Hello, can you tell me if it is okay? 

{
super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
this.HEAD.rotateAngleY = field_78116_c / (180F / (float)Math.PI);
this.HEAD.rotateAngleX = field_78116_c / (180F / (float)Math.PI);
this.LEFTARM.rotateAngleX = MathHelper.cos(f * 1.0F) * -1.0F * field_178724_i;
this.RIGHTARM.rotateAngleX = MathHelper.cos(f * 1.0F) * 1.0F * field_178723_h;
this.LEFTLEG.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * field_178722_k_1 * 0.5F;
this.RIGHTLEG.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * field_178722_k_2 * 0.5F;
}

}
 

 

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Thank you! This is amazing!…
Wed, 02/27/2019 - 02:24

Thank you! This is amazing! Btw is there a possible way to add animations for when this model attacks? Thanks!

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i did the tutorial exactly…
Sun, 03/24/2019 - 18:40

i did the tutorial exactly but it always just reverts back to its placeholder steve model

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How you mean that with…
Mon, 03/25/2019 - 13:16

How you mean that with techne. It will not be suported? or will be more supported? And also. Someone said there mcanimator would be great to have compatibility.