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This time I'm talking about rotation points/placement points. They are actually a bit of a deal when it comes to modeling, and especially animation, in Minecraft.

Now, have you ever noticed the difference between position and offset? What this is, or at least is supposed to be used for, is the placement of a part.

FyZId

The position of a model part dictates the location of the blue ball you see on the part. The offset howevver, dictates the location of that part relevant to the blue ball.

Now, this may not seem like a big difference at first, and it isn't until you get into animation.

Let's take my Zubat, for example. The first set of pics is of my Zubat with the rotation points, or the position of every part being different.

Rppic2

Rppic3

Now, you notice how in both pics the blue ball is set at different points right? And you're probably wondering why this is such a big deal. But let's say you wanted to animate this Zubat's head. If you twisted the head to look left, then right, the teeth wouldn't follow. In fact, they would have to be moved, not just rotated, to make it look correct, and that is a ton of extra on the coding side.

Now, let's take a look at a Zubat with the rotation points set the same.

Rppic4

Rppic5

Now, you notice how the blue ball is in the same exact spot each time, even though they are different parts? This means that if an animator were to rotate the head, he can easily apply the same exact code to the teeth, and they would follow! It makes life a 100x easier coding wise, and doesn't take that much effort of the modeler's side.

Now, don't get me wrong, you don't want EVERY rotation point of your Pokémon to be the same. That would just be silly lol. But let's say you made a head that had ears and a snout. Wouldn't you want it all to rotate together, so it looks natural?

So, I hope this helps a bit, and I encourage practicing it, and once you feel confident, go back through your models and fixing their rotation points. (:

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