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Home Page: https://www.blockbench.net
License: GNU General Public License v3.0
Blockbench - A low poly 3D model editor
Home Page: https://www.blockbench.net
License: GNU General Public License v3.0
If you select an element and switch through the sides you have no visual feedback on which side you are on. You can only guess by the autosize and now you have a 50:50 chance which side you have selected.
My suggestion would be to use the weak highlighting you use in the UV section on the side of the element you selected.
Is the limit on scale intentional? I can't set the limit over 26.
Basically, when you move/scale something using the arrows, you might go outside the canvas and get onto the GUI with your cursor. This will prevent the element from moving/scaling and will start rotating the camera instead. This may become really annoying!
Right now holding left click changes the camera view. I suggest you reassign this keybind to holding the middle mouse button and assign holding left mouse button to dragging an element you clicked on through the space. Right now it feels very tedious to move an element so the dragging in space with the keybinds for moving an element (which I suggested in Discord) should make modelling feel a lot more fluid and nice.
When you select "Apply Texture to All Faces" your UVs are often stretched so I have to go through every side and click "Auto-Size" which is a hassle. Maybe I'm doing something wrong though.
Currently we only have the ability to disable or enable credit comment in the json file. Wouldn't it be nice if we could customize it?
When I put a comma, the "text cursor"(sorry, I don't know the exact name for it in English) will be moved back to the previous number. If I put a period instead of a comma, the number will be just replaced with zero. This issue doesn't happen in rotation and translation tags.
The new preview updater introduced in Blockbench 1.6.5 does not update the preview correctly in these situations.
Add a comment if you find another bug relating to this.
When you clear a face of an element, that side gets all transparent. However, when you open the same model, the cleared faces will have the Blockbench "default no-texture" texture.
When you create a new model, sometimes the numbers starts to be rounded. It is annoying, especially when you work with small things and enlarges the output *.json.
For example, you are working on a computer's mouse, you would have to work with decimals, after you sightly put it on the place, one of the numbers that indicate the element's position or size is 1.5, but you move -0.1 the element and the values changes to 1.39999999999* or 1.40000000000*, where the * are a random number. This also ocurs when you goes up, or with integer numbers.
Often times when making a model it would be irreversibly be lost due to forced restarts/power outages/accidental clicking, etc. Thus it would be really nice if there was a setting you could turn on, where you'd also enter how many minutes pass until another autosave is made. There would be an autosave folder, where a model would have a folder and in that folder there will be files called "modelname_DD_HH_MM" which would be filled by the time it was saved.
Some options are not self-explanatory, e.g. "Cullface" or "Ambient Occlusion" or just some things that need to be explained. So it would be nice if you could hover over the text and a tooltip would appear that would give a short description of what it does. Of course a way to turn it off if you already know these things would be great 😄
This might be useful for someone who models things for zombies, to easily see how the model will look like inside their hands. I suggest a slider to easily modify the arm angle.
In the elements manager. You could sort by name so that
pillar3
pillar5
pillar1
would turn into:
pillar1
pillar3
pillar5
When you use your arrow keys to move the cursor in a text field, it also moves the selected element.
And an ability to change it in Layout settings.
This would be the first button in the "File" menu at the top. You would rename the whole project so that you don't have to rename it by clicking "Export".
I've tried it out a couple of times - after clicking the scan button, the progress bar fills up. Presumably it's done its job and the extrusion works, but there is no way that I have found of actually closing the dialogue. It does not recognize any key presses aside from ENTER, which triggers the scan again, creating duplicates. Only way I've gotten rid of it is restarting the program entirely.
Adjusting the zoom levels through 7 or 8 options that are set is kind of unintuitive. Perhaps set a field where you can enter a percentage where it automatically adjusts to, for example if you want 95%?
As you can see there are 3 elements.
If you look at it from this angle you can see that you can hardly distinguish how many elements there are and how they are placed.
I would suggest that you give each new element (maybe duplicates get the same colour) a random colour that is flat so that there is no confusion.
When holding the Shift key and pressing the "Clear" button to clear a side, only the side you clicked on gets cleared, while it should clear all the sides.
Renaming texture strings: Blockbench defaults the name to #0 but it would be nice to edit it in the program to keep it organized when you have multiple textures.
Maybe adding a fifth button here with the name "Rename texture string"
Renaming texture paths: If you locate through explorer it still would show a missing texture in my mod (due to how it is handled via code) so it would nice to edit that inside the modeller as well. On the pic before, maybe a sixth button called "Rename texture path" or combined with 1) in a single button.
Edit JSON manually button: could have several uses, checking formatting, changing numbers manually, etc. Clicking this would make the JSON appear in a popup
V
) to show verticessecond vertex coords - first vertex coords
)I found this convenience feature very handy for lining up objects how I wanted (especially if they're angled) when working with Unity. I don't think any of the other Minecraft model editors have this feature, so it'd be a useful extra.
I have language problem sorry.
I can't import a .json files.
If you want no element of your model to be selected (which creates a blue line around it) you cannot de-select it by leftclicking the void or pressing ESC.
i find it frustrating that you can turn an object only up to 45° on each axis... i suggest it would be better if you could turn the object all 360° for each axis and turn the object on more than only 1 axis.
When you change a texture and click the "Reload Textures" button, the textures in the UV settings and in the textures list get updated. But the textures applied on elements keep their old textures.
When you drag and drop a model into Blockbench, the title of the model doesn't appear in the application name. When you press ctrl+s to save the model, you also need to select a place to save the folder to
It would be have nice to have some options regarding exporting (or saving) of models, and what to include or leave out. For example, an option for automatically setting the "cullface" value for faces, for better in-game performance. Or to leave out the "name" variable if it's already the default value.
Sometimes renaming groups doesn't work. When double clicking a group, nothing happens. (However, double clicking on an element will make you able to rename the element)
When you use your arrow keys to move an element, it moves relative to the world and not the camera, for example it moves north instead of forwards.
If you import a JSON model that has a texture string called #particle it will not include it in the "Textures" section on the left side.
Entering custom values in "Move" and "Scale" is very glitchy due to the way the values update in real time. For example, entering a value of 1.5 in any of the fields is nearly impossible.
When I edited an element, I assigned a new texture to one side. Then I edited the size of the selected element. When I press undo it brings me to the start, where I haven't assigned a new texture. Shouldn't the redo have brought me to the point where I assigned the texture and have not edited the size yet?
On another note, redo is missing.
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