User Tools

Site Tools


tutorial:datagen_model

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
tutorial:datagen_model [2025/04/18 13:17] – [Adding Item Models] solidblocktutorial:datagen_model [2025/04/18 14:59] (current) – [Model Generation] solidblock
Line 1: Line 1:
 ====== 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**, and a corresponding item baked model or item models definition. A simble block requires so much complicated JSON files! Obviously, it's too hard to build each file manually. Therefore, we use data generator to generate models for blocks and items.+:!: The page is translated from [[zh_cn:tutorial:datagen_model|other pages]] and the translation may not be fully accurate. 
 + 
 +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**, and a corresponding item baked model or item models definition. A simple block requires so much complicated JSON files! Obviously, it's too hard to build each file manually. Therefore, we use data generator to generate models for blocks and items.
  
 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.
Line 85: Line 87:
 </code> </code>
  
-==== Addin Data Generation For a Directional Block ==== 
-**QUICK WARNING**: This is very complicated as heck!!! 
  
-In this, example, we will generate directional blockstates for our ''MACHINE_BLOCK''+===== Common vanilla block models (taking stairs and slabs for example) =====
  
-Firstly, we add the block itself and register it+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 cornerIt will definitely be troublesome to create models and block states definitions for these blocksLuckily 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:
-<code java> +
-// In the Tutorial class (or your mod initializer class) +
-public static final Block MACHINE_BLOCK = new Block(FabricBlockSettings.copy(Blocks.BLAST_FURNACE));+
  
-@Override +For versions after 1.21.2: 
-public void onInitialize() { +<code java TutorialBlocks.json> 
-    Registry.register(Registries.BLOCK, new Identifier("tutorial", "machine")MACHINE_BLOCK); +  public static final Block DIAMOND_STAIRS = register("diamond_stairs", 
-}+      settings -> new StairsBlock(Blocks.DIAMOND_BLOCK.getDefaultState(), settings), 
 +      AbstractBlock.Settings.copy(Blocks.DIAMOND_BLOCK)); 
 +  public static final Block DIAMOND_SLAB = register("diamond_slab", 
 +      SlabBlock::new, 
 +      AbstractBlock.Settings.copy(Blocks.DIORITE_SLAB));
 </code> </code>
  
-Now that we have successfully registered our block, let's get to the good stuff! 
  
-<code java> +For versions before 1.21.2: 
-private static class MyModelGenerator extends FabricModelProvider { +<code java TutorialBlocks.json
- private MyModelGenerator(FabricDataOutput generator{ +  public static final Block DIAMOND_STAIRS = register("diamond_stairs", 
- super(generator); +      new StairsBlock(Blocks.DIAMOND_BLOCK.getDefaultState(), 
- } +      AbstractBlock.Settings.copy(Blocks.DIAMOND_BLOCK))); 
-  +  public static final Block DIAMOND_SLAB = register("diamond_slab", 
- @Override +      new SlabBlock(AbstractBlock.Settings.copy(Blocks.DIORITE_SLAB))); 
- public void generateBlockStateModels(BlockStateModelGenerator blockStateModelGenerator) { +</code> 
- // ... + 
-                blockStateModelGenerator.blockStateCollector.accept(MultipartBlockStateSupplier.create(Tutorial.MACHINE_BLOCK+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 ''BlockStateModelGenerator'', using the model ids that are returned before. We also need to use the regular stairs model and bottom slab model for the item model. 
-                          .with(When.create().set(Properties.HORIZONTAL_FACINGDirection.NORTH), + 
-                          BlockStateVariant.create().put(VariantSettings.XVariantSettings.Rotation.X))); +<code java TutorialModelGenerator.json> 
- } +    final TextureMap diamondTexture = TextureMap.all(Identifier.ofVanilla("block/diamond_block")); 
-  +     
- @Override +    final Identifier stairsModelId = Models.STAIRS.upload(TutorialBlocks.DIAMOND_STAIRS, diamondTexture, blockStateModelGenerator.modelCollector); 
- public void generateItemModels(ItemModelGenerator itemModelGenerator{ +    final Identifier innerStairsModelId = Models.INNER_STAIRS.upload(TutorialBlocks.DIAMOND_STAIRS, diamondTexture, blockStateModelGenerator.modelCollector); 
- // ... +    final Identifier outerStairsModelId = Models.OUTER_STAIRS.upload(TutorialBlocks.DIAMOND_STAIRS, diamondTexture, blockStateModelGenerator.modelCollector); 
- }+    blockStateModelGenerator.blockStateCollector.accept( 
 +        BlockStateModelGenerator.createStairsBlockState(TutorialBlocks.DIAMOND_STAIRS, 
 +            BlockStateModelGenerator.createWeightedVariant(innerStairsModelId), 
 +            BlockStateModelGenerator.createWeightedVariant(stairsModelId), 
 +            BlockStateModelGenerator.createWeightedVariant(outerStairsModelId))); 
 +    blockStateModelGenerator.registerParentedItemModel(TutorialBlocks.DIAMOND_STAIRSstairsModelId)
 + 
 +    final Identifier slabBottomModelId = Models.SLAB.upload(TutorialBlocks.DIAMOND_SLABdiamondTexture, blockStateModelGenerator.modelCollector); 
 +    final Identifier slabTopModelId = Models.SLAB_TOP.upload(TutorialBlocks.DIAMOND_SLAB, diamondTexture, blockStateModelGenerator.modelCollector)
 +    blockStateModelGenerator.blockStateCollector.accept( 
 +        BlockStateModelGenerator.createSlabBlockState(TutorialBlocks.DIAMOND_SLAB, 
 +            BlockStateModelGenerator.createWeightedVariant(slabBottomModelId), 
 +            BlockStateModelGenerator.createWeightedVariant(slabTopModelId)
 +            BlockStateModelGenerator.createWeightedVariant(Identifier.ofVanilla("block/diamond_block"))) 
 +    ); 
 +    blockStateModelGenerator.registerParentedItemModel(TutorialBlocks.DIAMOND_SLAB, slabBottomModelId); 
 +</code> 
 + 
 +> In versions before 1.21.4, we do not need to call ''BlockStateModelGenerator.createWeightedVariant'', but pass ids as parameters directly instead. 
 + 
 +Well done! We successfully added all models, block states definitions and item models definitions needed with several lines of code. 
 + 
 +===== Directional blocks (taking vertical slab blocks as example===== 
 + 
 +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. (These words seem similar when we used to manually write block states definitions JSONs?) 
 + 
 +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 ''tutorial:block/vertical_slab'' model before, as a template for vertical slab block models. These template models are usually not generated with a data generator. Then we create a model with name ''tutorial:block/polished_andesite_vertical_slab'' for the vertical polished andesite slab, inheriting the template model we mentioned, and provide texture variables. 
 + 
 +To inherit this template model in the data generator, we create a ''Model'' object for this template modelThe model's JSON use three texture variables: ''bottom'', ''top'' and ''side'', so we also depend the three texture variables here. The data generator will assign values for the variables when generating models
 + 
 +<code java TutorialModelGenerator.java> 
 +public class TutorialModelGenerator extends FabricModelProvider { 
 +  public static final Model VERTICAL_SLAB = new Model( 
 +      Optional.of(Identifier.of("tutorial", "block/vertical_slab")), 
 +      Optional.empty(), 
 +      TextureKey.BOTTOM, TextureKey.TOP, TextureKey.SIDE); 
 +   
 +  // ...
 } }
 </code> </code>
 +
 +Then we call the ''upload'' method, which generates a block model and returns the model's id. Here, we make item models definitions as well so that the item also directly uses this block model.
 +<code java TutorialModelGenerator.java>
 +  @Override
 +  public void generateBlockStateModels(BlockStateModelGenerator blockStateModelGenerator) {
 +    // ...
 +    
 +    final Identifier verticalSlabModelId = VERTICAL_SLAB.upload(TutorialBlocks.POLISHED_ANDESITE_VERTICAL_SLAB, TextureMap.all(Identifier.ofVanilla("block/polished_andesite")), blockStateModelGenerator.modelCollector);
 +    blockStateModelGenerator.registerParentedItemModel(TutorialBlocks.POLISHED_ANDESITE_VERTICAL_SLAB, verticalSlabModelId);
 +  }
 +</code>
 +
 +==== Custom block states definition (since 1.21.5) ====
 +It's now an important part — now we create a block states definition for a vertical slab block. Actually it's not so complicated, because we know each model is the same, with only a difference in rotation.
 +
 +In 1.21.5, a block states definition is ''BlockModelDefinitionCreator'', which are divided into two types:
 +  * ''VariantsBlockModelDefinitionCreator'': Assign one block model variant according to block state. Simple blocks use this type. The vertical slab block we discuss here also uses this type.
 +  * ''MultipartBlockModelDefinitionCreator'': A block that consists of multiple parts, each of which is a block model variant. Each part is decided whether to display according to its block state. Vanilla redstone write is this type.
 +
 +For ''VariantsBlockModelDefinitionCreator'', we need to define the relations between block states and block model variants, which means to clarify, whether model variants to be used for which block. Multiple block states may use one same model variant (for example, waterlogged blocks and blocks not waterlogged, use the same model), and one block state may also use multiple variants (such as the random rotation for dirt and sands) — but we must ensure there is no duplication or ignorance: we do not need to ensure each block state property to be used, but we need to ensure each possible block state should be contained without duplication, otherwise errors may be thrown. In 1.21.5, there are two ways to define the relations between block states and block model variants:
 +  * **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.
 +  * **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.
 +
 +Our vertical slab has two block state properties: ''facing'' and ''waterlogged''. But the ''waterlogged'' property does not affect its model, so we only look at ''facing''. As the model id is not influenced by directions, we use method one here:
 +<code java TutorialModelGenerator.java>
 +  @Override
 +  public void generateBlockStateModels(BlockStateModelGenerator blockStateModelGenerator) {
 +    // ...
 +    
 +    blockStateModelGenerator.blockStateCollector.accept(
 +        VariantsBlockModelDefinitionCreator.of(TutorialBlocks.POLISHED_ANDESITE_VERTICAL_SLAB,
 +                BlockStateModelGenerator.createWeightedVariant(verticalSlabModelId))
 +            .apply(BlockStateModelGenerator.UV_LOCK)
 +            .coordinate(BlockStateVariantMap.operations(VerticalSlabBlock.FACING)
 +                .register(Direction.NORTH, BlockStateModelGenerator.NO_OP)
 +                .register(Direction.EAST, BlockStateModelGenerator.ROTATE_Y_90)
 +                .register(Direction.SOUTH, BlockStateModelGenerator.ROTATE_Y_180)
 +                .register(Direction.WEST, BlockStateModelGenerator.ROTATE_Y_270)));
 +  }
 +</code>
 +
 +The ''apply'' method will apply a same operation for all block states (such as all adding uvlock), while the ''coordinate'' method apply different operations according to different block states (such as setting different y-rotation values). ''BlockStateVariantMap.operations'' is only related to model variants, not related to model ids.
 +
 +> 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, BlockStateModelGenerator.createWeightedVariant(verticalSlabModelId))
 +                .register(Direction.EAST, BlockStateModelGenerator.createWeightedVariant(verticalSlabModelId).apply(BlockStateModelGenerator.ROTATE_Y_90))
 +                .register(Direction.SOUTH, BlockStateModelGenerator.createWeightedVariant(verticalSlabModelId).apply(BlockStateModelGenerator.ROTATE_Y_180))
 +                .register(Direction.WEST, BlockStateModelGenerator.createWeightedVariant(verticalSlabModelId).apply(BlockStateModelGenerator.ROTATE_X_270))
 +            )
 +            .apply(BlockStateModelGenerator.UV_LOCK)
 +    );
 +</code>
 +> We find that in method two, when calling ''VariantsBlockModelDefinitionCreator.of'', we do not pass ''WeightedVariant'' as the second parameter, but provide once for each block state later. We can also notice that, in method one, what was called is ''BlockStateVariantMap.operations'', and it's only operations for model variants that was registered each time, while in method two, what was called is ''BlockStateVariantMap.models'', and it's a full model variant that was registered each time. After allocating model variants through the ''with'' method, we can continue to modify the variants with ''apply'' or ''coordinate''.
 +
 +In the method one and method two described above, apart from registering model operations or model variants one by one with the ''register'' method, the ''generate'' method can also be used, specifying a model operation or model variants with a lambda, which is a function, taking the corresponding property value as parameter, and returning the model operation or model variant.
 +
 +If a block state has multiple properties that affect model variants, you can provide multiple properties in ''BlockStateVariantMap.operations'' and ''BlockStateVariantMap.models'', and specify or use multiple values in the ''register'' or ''generate'' method. You can also call ''coordinate'' twice, allowing each property decide their respective modifications to the model variant.
tutorial/datagen_model.1744982256.txt.gz · Last modified: 2025/04/18 13:17 by solidblock