tutorial:datagen_model
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tutorial:datagen_model [2025/04/17 13:02] – solidblock | tutorial:datagen_model [2025/04/18 14:59] (current) – [Model Generation] solidblock | ||
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====== Model Generation ====== | ====== Model Generation ====== | ||
- | We know that almost every item needs a corresponding **item baked model** (or //item model// for short), and an **item models definition** since 1.21.4. Each block needs a **block baked model** (or block model// for short) and a **block states definition**, | + | :!: The page is translated from [[zh_cn: |
+ | |||
+ | We know that almost every item needs a corresponding **item baked model** (or //item model// for short), and an **item models definition** since 1.21.4. Each block needs a **block baked model** (or //block model// for short) and a **block states definition**, | ||
In data generator, models and definitions are generated together. Usually, when generation a model, a model id is returned, which will be used in the block states definition or item models definition. We will go into that from simple ones to details. | In data generator, models and definitions are generated together. Usually, when generation a model, a model id is returned, which will be used in the block states definition or item models definition. We will go into that from simple ones to details. | ||
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</ | </ | ||
+ | ===== Simple item model (since 1.21.4) ===== | ||
+ | Generating an item model is also quite simple: | ||
+ | <code java TutorialModelGenerator.java> | ||
+ | @Override | ||
+ | public void generateItemModels(ItemModelGenerator itemModelGenerator) { | ||
+ | itemModelGenerator.register(TutorialItems.CUSTOM_ITEM, | ||
+ | } | ||
+ | </ | ||
- | ===== Adding Block Models | + | The item model will use the simplest item models mappings, with item model '' |
- | The '' | + | > If you do not provide the second parameter in '' |
- | <code java> | + | To specify a different texture (in this example, directly use vanilla white wool texture), you can also manually create models and models definitions (the following code is also in the '' |
- | public static Block SIMPLE_BLOCK = Registry.register(Registries.BLOCK, new Identifier(" | + | < |
- | public static BlockItem SIMPLE_BLOCK_ITEM | + | |
- | // ... | + | final Identifier modelId |
+ | | ||
- | @Override | ||
- | public void generateBlockStateModels(BlockStateModelGenerator blockStateModelGenerator) { | ||
- | blockStateModelGenerator.registerSimpleCubeAll(SIMPLE_BLOCK); | ||
- | } | ||
</ | </ | ||
- | Since a '' | ||
- | ==== Strict Validation | + | ===== Common vanilla block models (taking stairs and slabs for example) ===== |
- | By default, data generation will throw an exception if the run did not generate blockstates for all blocks belonging to the processed mods. | + | |
- | Fabric API allows disabling this. To do so, edit your '' | + | |
- | ===== Adding Item Models ===== | + | Sometimes a block model is not so simple, because it is related to complicated block states. For example, stairs can have multiple facings, can be facing E/S/W/N, can be placed upright or upside, and can even be corner. It will definitely be troublesome to create models and block states definitions for these blocks. Luckily Minecraft has written for these common blocks well, and what we need to do is directly use them. Here we take stairs and slabs as an example, and create stairs and slabs for diamond blocks. First, let's quickly create the blocks: |
- | The '' | + | For versions after 1.21.2: |
+ | <code java TutorialBlocks.json> | ||
+ | public static final Block DIAMOND_STAIRS = register(" | ||
+ | settings -> new StairsBlock(Blocks.DIAMOND_BLOCK.getDefaultState(), | ||
+ | AbstractBlock.Settings.copy(Blocks.DIAMOND_BLOCK)); | ||
+ | public static final Block DIAMOND_SLAB = register(" | ||
+ | SlabBlock:: | ||
+ | AbstractBlock.Settings.copy(Blocks.DIORITE_SLAB)); | ||
+ | </ | ||
- | In this example, we will override the item model generated from the '' | ||
- | <code java> | + | For versions before 1.21.2: |
- | public static Block SIMPLE_BLOCK | + | <code java TutorialBlocks.json> |
- | public static | + | public static |
- | // ... | + | |
+ | AbstractBlock.Settings.copy(Blocks.DIAMOND_BLOCK))); | ||
+ | public static | ||
+ | | ||
+ | </code> | ||
- | @Override | + | And then we create regular stairs model, inner corner stairs model, outer corner stairs model, bottom slab model and top slab model. For double slab model we directly use vanilla diamond block model. When creating models for these blocks, the id of the models will be returned, and we create block states definitions with the utility methods in '' |
- | public void generateItemModels(ItemModelGenerator itemModelGenerator) { | + | |
- | itemModelGenerator.register(SIMPLE_BLOCK_ITEM, Models.GENERATED); | + | <code java TutorialModelGenerator.json> |
- | } | + | final TextureMap diamondTexture = TextureMap.all(Identifier.ofVanilla(" |
+ | |||
+ | final Identifier stairsModelId = Models.STAIRS.upload(TutorialBlocks.DIAMOND_STAIRS, diamondTexture, | ||
+ | final Identifier innerStairsModelId = Models.INNER_STAIRS.upload(TutorialBlocks.DIAMOND_STAIRS, | ||
+ | final Identifier outerStairsModelId = Models.OUTER_STAIRS.upload(TutorialBlocks.DIAMOND_STAIRS, | ||
+ | blockStateModelGenerator.blockStateCollector.accept( | ||
+ | BlockStateModelGenerator.createStairsBlockState(TutorialBlocks.DIAMOND_STAIRS, | ||
+ | BlockStateModelGenerator.createWeightedVariant(innerStairsModelId), | ||
+ | BlockStateModelGenerator.createWeightedVariant(stairsModelId), | ||
+ | BlockStateModelGenerator.createWeightedVariant(outerStairsModelId))); | ||
+ | blockStateModelGenerator.registerParentedItemModel(TutorialBlocks.DIAMOND_STAIRS, | ||
+ | |||
+ | final Identifier slabBottomModelId = Models.SLAB.upload(TutorialBlocks.DIAMOND_SLAB, | ||
+ | final Identifier slabTopModelId = Models.SLAB_TOP.upload(TutorialBlocks.DIAMOND_SLAB, | ||
+ | blockStateModelGenerator.blockStateCollector.accept( | ||
+ | BlockStateModelGenerator.createSlabBlockState(TutorialBlocks.DIAMOND_SLAB, | ||
+ | BlockStateModelGenerator.createWeightedVariant(slabBottomModelId), | ||
+ | BlockStateModelGenerator.createWeightedVariant(slabTopModelId), | ||
+ | BlockStateModelGenerator.createWeightedVariant(Identifier.ofVanilla(" | ||
+ | ); | ||
+ | blockStateModelGenerator.registerParentedItemModel(TutorialBlocks.DIAMOND_SLAB, | ||
</ | </ | ||
- | FIXME //**This is not done yet!!**// | + | > In versions before 1.21.4, we do not need to call '' |
- | ==== Addin Data Generation For a Directional Block ==== | + | |
- | **QUICK WARNING**: This is very complicated | + | |
- | In this, example, we will generate directional blockstates for our '' | + | Well done! We successfully added all models, block states definitions and item models definitions needed with several lines of code. |
- | Firstly, we add the block itself and register it! | + | ===== Directional blocks |
- | <code java> | + | |
- | // In the Tutorial class (or your mod initializer class) | + | |
- | public static final Block MACHINE_BLOCK | + | |
- | @Override | + | A directional block usually uses one block model, but in the block states definition, different model variants will be mapped into, such as different x-rotation, y-rotation and uvlock. |
- | public void onInitialize() { | + | |
- | | + | Taking a vertical slab block we created in the [[directionalblock]] tutorial as an example, we generate models and block states definitions with data generator. |
+ | |||
+ | ==== Custom model ==== | ||
+ | |||
+ | We have created a '' | ||
+ | |||
+ | To inherit this template model in the data generator, we create a '' | ||
+ | |||
+ | <code java TutorialModelGenerator.java> | ||
+ | public class TutorialModelGenerator extends FabricModelProvider { | ||
+ | public static final Model VERTICAL_SLAB = new Model( | ||
+ | Optional.of(Identifier.of(" | ||
+ | Optional.empty(), | ||
+ | TextureKey.BOTTOM, | ||
+ | |||
+ | // ... | ||
} | } | ||
</ | </ | ||
- | Now that we have successfully registered our block, let' | + | Then we call the '' |
+ | <code java TutorialModelGenerator.java> | ||
+ | @Override | ||
+ | public void generateBlockStateModels(BlockStateModelGenerator blockStateModelGenerator) { | ||
+ | // ... | ||
+ | |||
+ | final Identifier verticalSlabModelId = VERTICAL_SLAB.upload(TutorialBlocks.POLISHED_ANDESITE_VERTICAL_SLAB, | ||
+ | blockStateModelGenerator.registerParentedItemModel(TutorialBlocks.POLISHED_ANDESITE_VERTICAL_SLAB, | ||
+ | } | ||
+ | </ | ||
- | <code java> | + | ==== Custom block states definition (since 1.21.5) ==== |
- | private static class MyModelGenerator extends FabricModelProvider { | + | It's now an important part — now we create a block states definition for a vertical slab block. Actually it's not so complicated, |
- | private MyModelGenerator(FabricDataOutput generator) { | + | |
- | super(generator); | + | In 1.21.5, a block states definition is '' |
- | } | + | * '' |
- | + | * '' | |
- | @Override | + | |
- | public void generateBlockStateModels(BlockStateModelGenerator blockStateModelGenerator) { | + | For '' |
- | // ... | + | * **Method one**: Specify one model variant, and modify the variant according to block states, such as modifying x-rotation, y-rotation and uvlock. All block states use the same model id, with only possible different variants. |
- | blockStateModelGenerator.blockStateCollector.accept(MultipartBlockStateSupplier.create(Tutorial.MACHINE_BLOCK) | + | * **Method two**: Allocating model variants for different block states directly, and then you can also continue to modify variants. In this case, the block states may use different model ids. |
- | .with(When.create().set(Properties.HORIZONTAL_FACING, | + | |
- | | + | Our vertical slab has two block state properties: '' |
- | } | + | <code java TutorialModelGenerator.java> |
- | + | @Override | |
- | @Override | + | public void generateBlockStateModels(BlockStateModelGenerator blockStateModelGenerator) { |
- | public void generateItemModels(ItemModelGenerator itemModelGenerator) { | + | // ... |
- | // ... | + | |
- | } | + | |
- | } | + | VariantsBlockModelDefinitionCreator.of(TutorialBlocks.POLISHED_ANDESITE_VERTICAL_SLAB, |
+ | | ||
+ | | ||
+ | | ||
+ | .register(Direction.NORTH, | ||
+ | | ||
+ | | ||
+ | .register(Direction.WEST, BlockStateModelGenerator.ROTATE_Y_270))); | ||
+ | } | ||
</ | </ | ||
+ | |||
+ | The '' | ||
+ | |||
+ | > Can we use method two? Of course yes! The code is the following: | ||
+ | > <code java TutorialModelGenerator.java> | ||
+ | blockStateModelGenerator.blockStateCollector.accept( | ||
+ | VariantsBlockModelDefinitionCreator.of( | ||
+ | TutorialBlocks.POLISHED_ANDESITE_VERTICAL_SLAB) | ||
+ | .with(BlockStateVariantMap.models(VerticalSlabBlock.FACING) | ||
+ | .register(Direction.NORTH, | ||
+ | .register(Direction.EAST, | ||
+ | .register(Direction.SOUTH, | ||
+ | .register(Direction.WEST, | ||
+ | ) | ||
+ | .apply(BlockStateModelGenerator.UV_LOCK) | ||
+ | ); | ||
+ | </ | ||
+ | > We find that in method two, when calling '' | ||
+ | |||
+ | In the method one and method two described above, apart from registering model operations or model variants one by one with the '' | ||
+ | |||
+ | If a block state has multiple properties that affect model variants, you can provide multiple properties in '' |
tutorial/datagen_model.1744894933.txt.gz · Last modified: 2025/04/17 13:02 by solidblock