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Using a .OBJ file in a resource pack?
I made a fox model, but due to the need to be able to rotate things on more than 1 axis at a time, I used .OBJ. But now I don't know how to actually use that file with a resource pack, or if it's even possible?
TL;DR:
Can you use .OBJ models in resource packs? If so, how?
TL;DR:
Can you use .OBJ models in resource packs? If so, how?
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For my knowledge, .json's are what works (never been able to use .obj's). But if you use Optifine, your fox model can be custom and converted to .jem's.
Some reference, I have been reading about 'obj's (but have not done it yet):
Github
__________________________________________________________________________________________________
It explains about,
Put your .obj and .mtl file into
The models must be exported with the
Create your JSON model and mark your .obj file as parent:
You can put fallback model as
Tinting: Set your material name to:
You can use notepad on the exported
__________________________________________________________________________________________________
(Last update was 10 months ago)
I don't understand it yet, but hope it helps
Some reference, I have been reading about 'obj's (but have not done it yet):
Github
__________________________________________________________________________________________________
It explains about,
Creating your own resourcepack
Put your .obj and .mtl file into
assets/mcobj/models/<block/item>/
folder.The models must be exported with the
Triangulate Faces
option to work correctly.Create your JSON model and mark your .obj file as parent:
"parent": "mcobj:<block/item>/<your obj>.obj"
You can put fallback model as
<your obj>.obj.json
if mcobj is not installed.Tinting: Set your material name to:
<name>#tint<index>
You can use notepad on the exported
.obj
and .mtl
file or your 3D editor of choice. Most blocks use tint index 0. (grass#tint0
)__________________________________________________________________________________________________
(Last update was 10 months ago)
I don't understand it yet, but hope it helps
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I'm sorry but I don't understand any of this, I don't even have the option of export options, and I'm assuming that's what's breaking it rn.
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In blockbench, you have to select "java block/item" model, many people make the mistake of choosing "generic model". If you made this mistake, then on your model under the file tab, select convert model, and select "java block/item" (don't remember the exact name). Then you should have the option to export as a .json file.
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I cannot convert the .OBJ into a .JSON because if I do so, it will lose the multiple rotations because the default Minecraft model doesn't allow multiple rotations on different axis.
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well, if its not a default minecraft model, it will not work in minecraft, so exporting is not the problem.