
If you have any suggestions, add them to the comments.

The script has been updated to generate cones and domes. You can now draw your own shape with Bezier curves! Adding SVG rendering methods for speed, although it's not as easy to read as tables. I also added isometric modeling (with culling this time) in canvas that should let you preview the shape. GUI makeover- I'm attempting to speed everything up by only rendering tables when you're ready for them. You can always use the old version by clicking the link above.Īttempting to make this a little more bad-ass. I have obviously not touched this in a while, but I think my beta version from like 5 years ago has everything and more of what the old one had, and can address performance and UI complaints, so I'm just going to make that the main version. Animations can later be exported to Minecraft: Bedrock Edition, rendered in Blender or Maya, or shared on Sketchfab. Using reverse cull outlining, I recreated Phantom Ganon as seen in The Legend of Zelda: The Wind Waker to better fit in. Use the graph editor to fine-tune your creation. Rig your model, then use position, rotation and scale keyframes to bring it to life.
HOW TO CULL BLOCKBENCH GENERATOR
Idea originally stolen from Neil Fraser, but more recently inspired by friendly competition with my friend Jesse, whose Circle Generator seems a little two dimensional. Blockbench comes with a powerful animation editor. The 'opaque' render method does backface culling by default to improve performance, but if you want the backface to render, or make your block 'double sided', you can use the 'doublesided' render method.

The directions in the array could also be the inverse ones from above.Use this tool to make spheres for Minecraft and the like. 'Backface culling' is a rendering technique used to improve performance, where only the side of the block that you can see is rendered. How do I prevent this I mean, vanilla scaffolding is very close to what I'm trying to do, and it has no problems. Of course, it should allow to render whatever is behind it, but Minecraft disagrees. SORTER PACKING INSPECTOR CULL GRADER PEACH SORTER culler PENNYER OPERATOR. How do I stop this culling What should've been a simple job turned out to be extremely painful. The main thing this would be useful for is implementing a simple form of connected textures in vanilla. PIN - WIRE MACHINE block - bench operator OPERATOR bull - blocks operator. Written as "cullface":, this would cull the face if there is a block in at least one of the directions. This might be slightly harder to implement, as my suggestion involves making the "cullface" key take an array rather than a string. A basic example of a thing you could use this for is something like making cobweb work like vines without needing blockstates. A simple way to do this would be "cullface": "!", placing a exclamation mark at the start of the string, as they are often used in coding to show negation, including in Minecraft commands such as the type selector. This would allow you to show a face if an adjacent block exists. This could be extended through the use of some slightly different predicates:

if I had "cullface": "up" on a face in a block model, it would hide the face if there was a block above it.

The only predicate currently available is whether there is a block in adjacent direction. However you can also use it for texture pack making. For the non technical among the readers culling faces is where a model does not render a face of a cube, usually because it can't be seen (it's mainly intended to improve performance by hiding unseen faces).
