Voxy 7.3k Posted July 29, 2019 Report Share Posted July 29, 2019 4 hours ago, MSDOS said: Will it be possible to add custom colors to the GUI like in mineimator? The customization options are the same as the current Modelbench beta. This means you can: Choose between a light and a dark theme; Pick an accent color, either from a selection of presets or by providing your own color. It's more restrictive, yes, but it's pretty streamlined. It's easier for the user to pick a main theme and a single color, than having to deal with a dozen of colors (which are, for the most part, supposed to be the same anyways). Besides, this is pretty standard stuff and I believe it'll be more than enough for most people. Lock_downmc213, Hozq, Nimi and 1 other 4 Link to post Share on other sites More sharing options...
MC19Player 39 Posted July 30, 2019 Report Share Posted July 30, 2019 (edited) Noice! Though, uh, question: There some models that people make that don't require any parts, i.e. cubes, but the current version forces a new part to be made. It would be like trying to move a chest by clicking on it in the viewport, but instead grab the bottom of the chest. Now, I know the lid is parented to the bottom, but the bottom is in another unnecessary part. It makes rotating things slightly more of a pain, where you have to go through the giant list of animation parts in the timeline. So, if you haven't guessed it already, is there a way to remove the *requirement* of objects being inside parts? I'm not asking to remove parts or anything, just remove the parts requirement. (I suck at explaining). So, you know, make the model itself a kind of "part" class, so that way a new part shouldn't have to be made for things like cubes, chairs, tables, etc. that don't have any moving parts. I have three suggestions and a problem with MB: Suggestion One: For the UV panel and cubes, do what Blockbench does for UV selection. It can allow cubes to have more than one texture on it, a max of six different textures, one on each side. It would also allow for free movement of each UV plane, so that if it's using the same texture, the other UV plane can have a different selection of the texture, rather than a strict selection based on size and placement of the entire cube UV map. Suggestion Two: For the UV map, again, following Blockbench, allow for higher-res textures, without changing an already-set size of an object. While there then can become texture scale problems, there can be a form of "reset UV scale" button, that resets the UV plane of the specific side to it's default, which allows for complete do-overs. Suggestion Three: Allow for .json importing. I don't know how complex that'll be, but it can help with bringing over models from other programs if you decide to not implement the above suggestion. While it may sound dumb, it can help out, in a way, both communities: The MB community, for MI compatibility, and the JSON model program communities. Sounds stupid, but it can get more people into the programs. And if there could be an Export JSON, making each part into a "folder", it can allow for more flexibility with MB. Again, suggestions, ignore em or take em, whichever you would like to do. Problem: MB rotation. I know someone already covered this in another topic in the MB topic list, but it's a problem that kinda bothers me: rotation. It does not work the same way as MI, with MI being the better rotation alternative to MB rotation. While I'm on the subject of asking for features/remove features, is there a way to add some form of IK rigging in MI? Kinda like Blender, but simplified? Having lag and arm IK presets, and working with the size of the arm all together. This could be enabled and disabled in both the shape properties panel in MB and the Object Properties panel in MI. Just a question, and I doubt it'll be implemented. Sorry for all of this nonsense above, but it's just annoying and informative(?). So, uh, some of these suggestions make Blockbench the better alternative to MB, though rotation in MB is MUCH better than Blockbench. Enjoy this. Edited July 30, 2019 by MC19Player Added some more stuff. Again. Jake_28, bumbled and Ian_The_One 3 Link to post Share on other sites More sharing options...
Nimi 8.3k Posted July 31, 2019 Author Report Share Posted July 31, 2019 6 hours ago, MC19Player said: Noice! Though, uh, question: There some models that people make that don't require any parts, i.e. cubes, but the current version forces a new part to be made. It would be like trying to move a chest by clicking on it in the viewport, but instead grab the bottom of the chest. Now, I know the lid is parented to the bottom, but the bottom is in another unnecessary part. It makes rotating things slightly more of a pain, where you have to go through the giant list of animation parts in the timeline. So, if you haven't guessed it already, is there a way to remove the *requirement* of objects being inside parts? I'm not asking to remove parts or anything, just remove the parts requirement. (I suck at explaining). So, you know, make the model itself a kind of "part" class, so that way a new part shouldn't have to be made for things like cubes, chairs, tables, etc. that don't have any moving parts. I have three suggestions and a problem with MB: Suggestion One: For the UV panel and cubes, do what Blockbench does for UV selection. It can allow cubes to have more than one texture on it, a max of six different textures, one on each side. It would also allow for free movement of each UV plane, so that if it's using the same texture, the other UV plane can have a different selection of the texture, rather than a strict selection based on size and placement of the entire cube UV map. Suggestion Two: For the UV map, again, following Blockbench, allow for higher-res textures, without changing an already-set size of an object. While there then can become texture scale problems, there can be a form of "reset UV scale" button, that resets the UV plane of the specific side to it's default, which allows for complete do-overs. Suggestion Three: Allow for .json importing. I don't know how complex that'll be, but it can help with bringing over models from other programs if you decide to not implement the above suggestion. While it may sound dumb, it can help out, in a way, both communities: The MB community, for MI compatibility, and the JSON model program communities. Sounds stupid, but it can get more people into the programs. And if there could be an Export JSON, making each part into a "folder", it can allow for more flexibility with MB. Again, suggestions, ignore em or take em, whichever you would like to do. Problem: MB rotation. I know someone already covered this in another topic in the MB topic list, but it's a problem that kinda bothers me: rotation. It does not work the same way as MI, with MI being the better rotation alternative to MB rotation. While I'm on the subject of asking for features/remove features, is there a way to add some form of IK rigging in MI? Kinda like Blender, but simplified? Having lag and arm IK presets, and working with the size of the arm all together. This could be enabled and disabled in both the shape properties panel in MB and the Object Properties panel in MI. Just a question, and I doubt it'll be implemented. Sorry for all of this nonsense above, but it's just annoying and informative(?). So, uh, some of these suggestions make Blockbench the better alternative to MB, though rotation in MB is MUCH better than Blockbench. Enjoy this. Ghatos, __Mine__, AntTheGamer and 6 others 2 7 Link to post Share on other sites More sharing options...
MC19Player 39 Posted July 31, 2019 Report Share Posted July 31, 2019 4 minutes ago, Nimi said: ik Ian_The_One 1 Link to post Share on other sites More sharing options...
Voxy 7.3k Posted July 31, 2019 Report Share Posted July 31, 2019 6 hours ago, MC19Player said: [snip] Link to post Share on other sites More sharing options...
Ian_The_One 834 Posted July 31, 2019 Report Share Posted July 31, 2019 (edited) 10 minutes ago, Voxy said: Edited July 31, 2019 by Ian_The_One Ghatos and Alkaide 2 Link to post Share on other sites More sharing options...
MC19Player 39 Posted July 31, 2019 Report Share Posted July 31, 2019 3 minutes ago, Ian_The_One said: Link to post Share on other sites More sharing options...
mbanders 3.5k Posted July 31, 2019 Report Share Posted July 31, 2019 On 7/30/2019 at 8:46 PM, MC19Player said: Jake_28, Ghatos, Mineshaft Animation and 3 others 6 Link to post Share on other sites More sharing options...
MC19Player 39 Posted July 31, 2019 Report Share Posted July 31, 2019 1 minute ago, mbanders said: Link to post Share on other sites More sharing options...
Aronanners 1.6k Posted July 31, 2019 Report Share Posted July 31, 2019 12 minutes ago, MC19Player said: Ian_The_One 1 Link to post Share on other sites More sharing options...
MC19Player 39 Posted August 2, 2019 Report Share Posted August 2, 2019 On 7/30/2019 at 9:21 PM, Nimi said: So, no true response, just sadness at my post length? Nkay. Link to post Share on other sites More sharing options...
WECLEY 73 Posted August 12, 2019 Report Share Posted August 12, 2019 Yeeee there is a bug in the beta one , when u deket a folder , u cant make another one with the same name of the old one and import it they say u already have it , change the name And that makes that thing called unused body part , now i have a lot of it in my oc and i cant delet it cz , its deleted....and i cant find it , and model bench thought its already there idk what going just fix this wAAAAAA Link to post Share on other sites More sharing options...
Yugibear Creations 175 Posted August 14, 2019 Report Share Posted August 14, 2019 It's smelling me of success! Link to post Share on other sites More sharing options...
Alkaide 187 Posted August 17, 2019 Report Share Posted August 17, 2019 (edited) @Nimi Will the code in ModelBench (or ModelBench models in general) be affected in the Model Bench Alpha? Idk if that made sense but.. Will the old ModelBench Beta models still work in the new Model Bench Alpha? :thonk: Edited August 17, 2019 by Alkaide Link to post Share on other sites More sharing options...
Nimi 8.3k Posted August 18, 2019 Author Report Share Posted August 18, 2019 On 8/17/2019 at 2:29 AM, Alkaide said: @Nimi Will the code in ModelBench (or ModelBench models in general) be affected in the Model Bench Alpha? Idk if that made sense but.. Will the old ModelBench Beta models still work in the new Model Bench Alpha? :thonk: There won't be anything the new Modelbench can't handle in pre-existing .mimodel files.(Given they're not corrupted or something.) Alkaide and __Mine__ 2 Link to post Share on other sites More sharing options...
TheVale 46 Posted August 21, 2019 Report Share Posted August 21, 2019 (edited) please add a feature so we can use 2d images as backgrounds so we can from plans Edited August 21, 2019 by TheVale Link to post Share on other sites More sharing options...
Voxy 7.3k Posted August 21, 2019 Report Share Posted August 21, 2019 7 hours ago, TheVale said: please add a feature so we can use 2d images as backgrounds so we can from plans This would require an orthographic view to be useful, and that's not possible to do. Link to post Share on other sites More sharing options...
Jake_28 1.2k Posted August 21, 2019 Report Share Posted August 21, 2019 2 hours ago, Voxy said: This would require an orthographic view to be useful, and that's not possible to do. What if you set the fov to a really low number? (Or if I’m unmistaken, isn’t there a function for making orthographic cameras?) Link to post Share on other sites More sharing options...
Voxy 7.3k Posted August 21, 2019 Report Share Posted August 21, 2019 6 hours ago, Jake_28 said: What if you set the fov to a really low number? (Or if I’m unmistaken, isn’t there a function for making orthographic cameras?) There is, Nimi tried implementing that but it doesn't work. I guess a low FOV could work but that's up to Nimmers. Jake_28 1 Link to post Share on other sites More sharing options...
Floofy 1.9k Posted August 22, 2019 Report Share Posted August 22, 2019 (edited) something id like in this new version is a tab in the program where you can upload an image for a reference so you don't need to go back and forth in tabs Edited August 22, 2019 by ThatRobloxerGamerYT Link to post Share on other sites More sharing options...
JohnTRM14_Productions 102 Posted September 7, 2019 Report Share Posted September 7, 2019 HOLY CRFEEP THATZ NICEE Link to post Share on other sites More sharing options...
WECLEY 73 Posted September 13, 2019 Report Share Posted September 13, 2019 BOIIIIIIII Link to post Share on other sites More sharing options...
apocablakz 81 Posted November 23, 2019 Report Share Posted November 23, 2019 when he came out i created a character rig with fingers that change with the textures and an almost complete facial rig ... it was a nightmare, I even had to create technical blueprints applying engineering and physical principles to find a desirable result ... na, the truth was not a nightmare, it was an incredible challenge. The next version promises to be very flexible with what it proposes Link to post Share on other sites More sharing options...
Recommended Posts