Model's name
Select a limb
Holding items
Parent
Current pose
Size is by pixels
Model editor is a view in McME that allows you manipulating custom models. You can add limbs, edit their transformations, properties and also remove them (and their child limbs).
With model editor you can also render your models to PNG image and save for usage in YouTube thumbnail, forum avatar or whatever you feel like creating.
Texture editor provides some basic tools for drawing a texture for model.
There's also two buttons near the tool bar which allows you to add a limb or remove selected limb.
Here are listed all, beside tool key bindings, key bindings which available in the model editor. Those key bindings are working only when the model editor is focused.
There are so much settings in the settings sidebar. Let me cover all of them.
General section has really general options related to the model. The value in Model's name will be displayed in Blockbuster's actor GUI when switching between different models. Select a limb will select a limb in the list, this is very helpful for selecting limbs that are covered by overlay layers.
Import and export buttons allows you to import and export JSON models.
Rendering section isn't affect the model's propeties, only the visuals. Those options that available in this section are only helpful while editing or for rendering of your model.
When Show AABB is checked, you'll see red box around the model. Keep close attention to bottom and top parts of the model. If your model is out of the hit box vertically, its legs or head may overlap with blocks which may look undesired. So keep your model in the red box (see also Poses section and its Size field).
Orthographic camera check box is responsible for making model look flat. This option can be used for rendering or for better precision when placing limbs inside of AABB.
Shadows, HD shadows and Lighting checkboxes are visual options. They're only might be helpful for rendering. They're also self explanatory.
Reset camera button will reset the position and rotation of the model which you modified with Move tool.
There's basically three sub sections in Limb Properties section. Limb's name, Gameplay Properties and Visual Properties.
Limb's name is pretty straight forward field, it's id for a limb.
Gameplay Properties are goes after Limb's name field. They're not seen visually in model editor, but will affect visuals in the game very drastically.
Looking check box will make limb face towards direction in which player looks. So it's basically for head (or several heads, if you're doing an Ogre or Cerberus).
Holding items options will display an item on the opposite end of anchor (if anchor is in the middle, then the item will be in the anchor). You can specify this option for several limbs, so characters like Goro or General Grievous would look really cool with two set of diamond swords.
Swinging check box will basically make limb swing when character is running.
Swiping check box will make limb make swipe motion when player will press attack key binding (or mouse button).
Visual Properties are affecting how limb looks. Most of these properties are related to size, rotation point, transformation origin, texture offset, and etc.
Parent option will attach selected limb to another limb and all transformations will be relative to limb's transformations and it's anchor.
Texture offset is responsible for texture mapping, it will specify coordinates to which texture faces will be mapped. See also the Size field, because it's also affecting texture mapping.
Mirror field is responsible for reflecting texture coordinates along X axis. Basically it reflects the texture mapping horizontally (if you're looking from front).
Size field is responsible for two things: the size of the limb (it's volume) and size for faces' texture mapping. Use option Show limb guides to see how texture would be mapped on limb in texture editor.
Anchor field is responsible for how transformations for rotation and scale are being applied. The values of every compoment should range between 0 and 1. 0.5 is the middle of the limb.
Poses section is responsible for managing the limb transformations for every pose. Examples of poses are standing, sneaking (when you press shift), sleeping in bed or flying an elytra. In future, there will probably be more different poses, or a function to create custom poses.
With Current pose field, you can select which pose to are you going to edit.
Size field is responsible for setting AABB (hitbox) of the entity during this pose. Use Rendering option called Show AABB to see how the Size field affects the AABB.
Translate, Scale and Rotate fields are pretty self explanatory, so there's no need to explain them. The only thing to note that all transformations regarding those fields are being relative to Anchor and limb's Parent.
Texture editor is a view in McME which allows you manipulating the pixels in the texture. Texture editor supports range of different functions. It's suitable for pixeling your skins.
If you want to create really smooth (blurred) skins or use external software for creating skins for your model, you would use the Generate texture mapping to create basic mapping of the limbs in texture and edit generated texture in your favorite editor.
Color picker is a widget for picking a color. It's located in top-left corner of texture editor which indicated by two colored squares. It's hidden by default, to open it you either click on one of the color squares or press V when your mouse cursor inside of texture editor (texture editor is focused).
With color picker, you can select primary color in HSL format. There's also a function to select color in CSS format. Simply type any CSS color in text field on the right from color picker's title.
It stores two colors, primary color is for current tool usage (pencil, bucket), and secondary color is stored for being easily to swap. To swap primary color with secondary, press X when texture editor is focused.
Texture editor provides some basic tools for drawing a texture for model.
Here are listed all, beside tool key bindings, key bindings which available in the texture editor. Those key bindings are working only when the texture editor is focused.
There are few options in settings that available in texture editor.
Canvas Options section contains settings are about canvas. With settings in this section you can change the size of texture, toggle 4x4 grid, toggle selected limb guides, reset and clear canvas.
Limb guides are special guides which shows you the region of texture which is mapped to selected limb.
Reset canvas is basically reset the position and zoom of canvas to default. On the other hand, clear canvas will remove all pixels from (it will clear the canvas) canvas.
There's also Skin Options section. This section is about importing and exporting the texture (skin) of your model.
In this section there's also a button for generating texture colored mapping for every limb. This is useful when you want to avoid texture editor, and edit your texture in external program like PhotoShop or GIMP. Just click the button, export the texture, and use generated texture as a reference for for created model.
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