Techne is a program created to make the creation of models for Minecraft much easier. That's the background info, and please do study my deep words and contemplate life.

The download for Techne is here:

Now, Techne. After installing it, open it. You will see this window:


Type in whatever your Pokémon is that your planning on modeling, but written for example like this: "ModelBulbasaur" without the quotes. This is mainly just for ease on my part since I don't have to go fiddling with the names. Below that, there is texture width and height. Don't worry about that, and I suggest not worrying about the modelbases either. No Pokémon looks like any of them really, so they won't help. Do as you please in that respect though.

Next we will make a block. Look at the very bottom right hand corner and you will see 3 icons (if you see more, you created a Turbo-Model-Thingy, which is not what you should be using). Pieces The one we are concerning ourselves with is the cube shape on the left. That creates a new block. Now move your eye over to the left of your window and you will see this panel:


This panel is known as "Your new best friend" as it is where all the magic happens. Dimensions are lined up in XYZ as well as Position and Offset. Also, after creating your new block, note that at the bottom right in the "model tree" there is something called Shape1. Make sure you rename these to the specific part it is. Identically named shapes are not allowed, or there will be problems. Techne can handle it, but Minecraft cannot.

Position is the location of the rotation point. Pure and simple. The rotation point is where, when we are animating, the part will revolve around. Note the blue ball next to your Shape1: 6b51d90ca80f212c207ceb5

Using the previously mentioned rotation point, the head, for example, would have its position as the top of the neck per-say. Then, when we say "Head, move left," the head will move left around the neck, which is how a head should.

The Offset is the actual block's location IN RELATION TO THE ROTATION POINT. We could have a leg that has a rotation point up in the 'shoulder', and the rest of the leg dangles down from there, so we add to the offset's Y axis and make it go down. If it's something like another piece of the body that you think won't ever get animated, don't worry about the rotation point's position.

That's the basics of making a model in Techne. In a few days I will make a tutorial on texturing (colouring) models so hang in there ;). Hope I helped. Also check the Pieces tutorial that should be lying around in the announcements for some information on what you need to make sure of when you're modeling.

Written by: Hiroku

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