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As has been discovered to the disappointment of us all, there is a slight (extreme) problem with the way we are doing the models at the moment. Modelling the Pokémon and then adding them in is easy - The problem is that there is an animating hiccup. I would like to point out the little blue ball that appears beside each of your blocks. This is called the rotation point if you aren't already aware. Remember it.

When we animate something, it moves around the rotation point. Here is an example on my Growlithe of a really BAD rotation point position.


In this example, the head block rotates around its top right corner. If we were, for example, to try to make it move its head in the game, say, 30 degrees to the left, see what happens


You may be thinking, "Mother of God.jpg", and yes, I totally agree. HIDEOUS. The reason for this is obviously that the rotation point is in the wrong place. But how do we move JUST the rotation point?

When you move around the block, you most likely are using the "Position" row of coordinates. What you need to think of from now on is where it will move in an animation. To position the actual piece, for example the leg, use the "Offset" row of coordinates.

So the way to do it is, before you put a block into position, use the offset coordinates to move the blue ball into where it will move around when animated. For things like hair on the body or a slightly poking out eye bit, do not bother. When will be we making the hair move by itself? Preposterous thought. And funny. But mainly just preposterous.


That is the correct position for the blue ball, and when its head turns left, the head moves AROUND the blue ball. Remember, offset the blue ball onto the area the part should move around, then use the "Position" coordinates to get the block in position. This will need to be done to all existing models. I feel sorry for the likes of YouForiX and Whitescarver. May the force be with the both of you :p. But look on the bright side, we can get Gyarados looking trippy as it comes to eat you. Maybe that's not too bright, say we can get Charizard gettin its wings all wing-like.

But hey, you wise modellers out there may be wondering, "How do we get several things move together without making the rotation points complicatedly placed?" It's easy. Note in the bottom right of your Techne window there is this button:


That's the Piece button. That makes a 'folder' sort of thing, except it will make an item we animate in the code. Put a bunch of pieces into a Folder, then put that folder into the piece. When we say "Oi, move Piece1 45 degrees on the X axis", it will move EVERYTHING inside that piece along with it. As you can imagine, that would make things a lot easier. The best example is the head. If we rotate the head block, the ears don't go with it (naww), but let's say we put all the ears, nose, head, party hat and stuff all into the piece that you rename "Head." When we rotate the Piece Head, everything inside that piece also turns. And if you put the rotation points at the right positions, Voila! Our cute little growlithe now moves its head to the side to look at you as you get your Poké Balls out to enslave it.

There is more. A piece is simply a separate bit of the body, a sub part from the main body. And when something is like a gyarados, where each little tail bit will not be part of the main body, but part of the previous Piece, you will need to put a piece inside of a piece. This is confusing, I know. Think about this carefully. We animate the Piece. It moves everything INSIDE of the piece in a certain way. If another piece is inside of that one, when it moves it will move them all in a chain. Gyarados is long, so it will have several, for each dip and rise, so it will be a piece inside a piece inside a piece inside a piece. Have fun YouForiX!

This makes animating a lot easier. And if you don't think animation is very important, YOUR WRONG.... Nah, I'm kidding, but seriously, have a look at the animation on Magikarp's tail. Without that animation, that would be so boring. And some Pokémon have tricky legs, made of more than just 1 block, so making them walk is difficult.

To all modellers, you MUST go over your previous models and change them. It isn't too hard for the easier models like Pidgey, for example, but we understand it will be hard for others. The result is worth it though. Make sure you post if you have any questions.

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