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Implementing Models

MashXP edited this page Oct 24, 2023 · 13 revisions

How to make any Custom Dog Models compatible with Doggy Talents Next!

  • *Disclaimer:
  • This is tutorial is for models that has alterations to the vanilla models (eg. Adding/Removing cubes). For re-texturing only, it is not necessarily to do so.*
  • The model being featured in this tutorial is the Basset Hound from MrBlueYeti's BetterDogs project. Go check it out! 🥰

Difficulty: 🦴🦴🦴

  • Required Software: Blockbench.
  • Required Knowledge:
    • Need to have basic Blockbench knowledge

Firstly, Download this file:

https://drive.google.com/file/d/10Qzf4FimrNXGG8qFBK7c71XyfOUuRWvp/view?usp=sharing

image

1. Re-Grouping the Parents

  • Step 1: Open your Dog Model file (mine is the Basset Hound from BetterDogs RP) and the DefaultDogModel.bbmodel (DDM) file that I just sent you.

image

You'll be greeted with this interface.

  • Step 2: Copy the "root" group from DDM to your model, then paste it as the outermost group.

ezgif com-video-to-gif

The root consist of:

image

  • Step 3.1: Locate the parent group (or cubes) corresponding for each parts listed above.

    • Helpful shortcuts:

      • V: Move
      • R: Rotate
      • P: Pivot
      • S: Scale
    • While adjusting:

      • Holding Shift: +,- 0.25
      • Holding Ctrl: +,- 0.1

Step 3.2: Copy and Paste the parts to the corresponding group (Use the Move or Rotate tool if necessary)

ezgif com-video-to-gif (1)

Keep in mind that you have to match the parts exactly the same as your old model.

  • Everything belongs to the head group (including right/left_ear) should be inside of the real_head group.

    image

  • Tip: You can Select and Ctrl+D to duplicate the cubes, then Transform -> Flip X for faster and more accurate symmetry.

    ezgif com-video-to-gif (2)

Make sure you set the pivot and delete the opposite group before duping the cubes!

  • Step 4.3: Finally the tail, you have to make the tail rotation into 0, which means it points down directly to the ground.

ezgif com-video-to-gif (3)

  • Step 5: You can now yeet the old groups as the current model is now DTN compatible.

ezgif com-video-to-gif (5)

2: Fine-tuning the Parent Pivots.

Things to note for each pivot:

  • head: usually the center. image

  • real_head must have the same pivot values as the head

  • ears: between the eyes and the corner of the head OR at the connecting point between the head and the ears.

    image

Symmetrical items' (like legs and ears) pivots have the same y and z value and only the x value has + or - of the same number. image image

  • upper_body: at the center (there might be change in y and z)

    image

    • upper_body group must be -90
  • body: move towards the mane from the center (there might be change in y and z)

    image

    • body group must be -90
  • legs: usually at the connecting point of the leg and the mane/body (there might be change in y and z) image

    image

  • tail: usually at the top tip center of the butt (you can try rotate the x-value to see if it's correct or not)

    ezgif com-video-to-gif (3)

  • real_tail must have the same pivot values as the tail

3. Testing the animations

  • Step 1: Locate the Animate tab

    image

if you don't see the Animate tab, try converting the model to Modded Entity.

  • Step 2: One by one, Copy and Paste each animations from DGDM to your current model.

    ezgif com-video-to-gif (4)

Step 3: Test for abnormalities (eg. head getting detached 💀, leg poking through body, tail go weird...).

Note: some animations (sit, tail_chase,...) need the tail to be rotated to some degree (preferably x = -110) to make it look good. After that revert it back to x=0.

If it happens go back to Edit and fix the pivots, try to tinker with the pivot values and see if it's getting better or not (I have no clear way to explain this, sorry x.x).

image

For example, in this case the hind legs are poking too deep underground

  • Solution: Move the y-pivot up by 2.

    image

The last resort is to move the cubes,

...and the last last LAST is to use scale.

Tip: You can add connecting cubes but make sure you know what you're doing.

4. Finalizing.

After all of the animations look decent or "acceptable":

  • Step 1: Right-click the "root" group then Resolve the "root" (the animation no longer works after this so you can save your de-rooted files from here and discard it later).

    ezgif com-video-to-gif (6)

  • Step 2: Convert the file into Modded Entity (if it's in other format).

  • Step 2.1: Double check the file as well as your decisions in life...

    • The tail's x-rotation should be 0.
    • the root has been resolved.
    • all of the items in the head group must belong to the real_head, same with the tail and real_tail...
    • Pivots of real_head and head (tail and real_tail) are the same.
    • ...
  • Step 3: Send the .bbmodel file alongside the texture .png file through our Discord server: https://discord.gg/neFTMseeaq

  • Step 4: Get up and drink some water or do light exercises!!!

  • Step 5: Rinse and Repeat!


I hope you find this guide helpful, feel free to ask any questions during the process of conversion (or maybe later on, i don't mind xD).

  • Next time if you're planning to work on a new dog model. Use the DefaultDogModel.bbmodel as a template to make it easier for us!

Good luck!!! がんばってね〜!(⁠。⁠•̀⁠ᴗ⁠-⁠)⁠✧

basset hound

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