Tags
Creators
Details
Licensed MIT
Published 4 years ago
Updated 10 hours ago
All versions
1.1.6
Release
azurelib-stationapi-b1.7.3-1.1.6.jar4 days ago 5
Uploaded by
Compatibility
Minecraft: Java Edition
b1.7.3
Platform
Babric
Supported environments
Client and server
Required content
Any compatible version
Changes
v1.1.6
Additions
- Added Blockbench polygon mesh rendering. Meshes inside a bone render and animate with it, like cubes. Requires AzureLib Animator 2.4.0.
- Added skinned meshes with smooth deformation. Meshes inside a Blockbench armature bend with the armature's bones using linear blend skinning (up to four weights per vertex), matching the Blockbench preview. Armature bones export as regular bones, so animations, procedural poses, IK, sockets and hitboxes work on them.
- Bedrock
poly_meshgeometry from other tools now loads and renders, including mixed triangle and quad polygons and thetri_list/quad_listshorthands. - Bone hitboxes that fit their bone's geometry now include rigid meshes.
Fixes
- Fixed
poly_meshgeometry failing to load. Positions, normals and UVs were read as flat arrays, and polygons with different corner counts overflowed the polygon array.
Changes
- N/A
Developer Notes
PolyMeshnow readspositions,normalsanduvsasdouble[][], andPolysUnion.union()is nowint[][][]with one entry per polygon corner ([position, normal, uv]).Bonehas a newskinnedMeshescomponent, read from the bone'sazurelib:skinned_mesheslist.- Added
AzBakedModelFactory#constructMeshand#constructSkinnedMesh. They have default implementations, so custom factories only need to call them fromconstructBone. AzBonehasgetMeshes(),getSkinnedMeshes()andgetSkinBindings(). Skin bindings are resolved perAzBakedModelinstance, so deep-copied models skin against their own bones.- Meshes render from
AzModelRenderer#renderCubesOfBone, through the new overridablerenderMeshandrenderSkinnedMesh. Renderers that callrenderCubesOfBoneget mesh support automatically, and quad filters and per-bone texture overrides apply to meshes too.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:7zlUOZvb:6rjhHDb5"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:7zlUOZvb:6rjhHDb5"
}

