How to make your models DTN compatible?

Disclaimer:

  • This tutorial is for models that have major alterations to the vanilla models (e.g., Adding/Removing cubes).
  • For re-texturing only, it is not necessary to do so. If you are interested, click here.
  • The model being featured in this tutorial is the Basset Hound from MrBlueYeti's BetterDogs project for Better Dogs X Doggy Talents Next. Go check it out! 🥰

Difficulty: 🦴🦴🦴

  • Required Software: Blockbench.
  • Required Knowledge: Basic Blockbench knowledge.

I have provided a template for you to work on, which you can download here.

Template Image Template model overview

Re-Grouping the Parents

StepDescriptionDemonstration
1Open your Dog Model file (mine is the Basset Hound from BetterDogs RP) and the DefaultDogModel.bbmodel (DDM) file.
2Copy the "root" group from DDM to your model, then paste it as the outermost group.
-The root should consist of:
The root should consist of:
3Locate the parent group (or cubes) corresponding to each part listed above.

Helpful Shortcuts:
V: Move | R: Rotate | P: Pivot | S: Scale
Shift: +/- 0.25 | Ctrl: +/- 0.1

Keep in mind you have to match the parts exactly as your old model.
-Make sure you set the pivot and delete the opposite group before duplicating the cubes!
-Head Group Organization:
Everything belongs to the head group (including right/left_ear) should be inside of the real_head group.
4Finally the tail: you have to make the tail rotation 0, which means it points down directly to the ground.
5You can now remove the old groups as the current model is now DTN compatible.

Fine-tuning the Parent Pivots

PartPivot GuidelinesDemonstration
Headhead: usually at the center.
real_head: must have the same pivot values as head.
Ears• Between eyes and head corner OR at the connecting point.
• Symmetrical items (legs/ears) should have identical Y/Z values, with X being +/- the same number.
Body• Pivot adjustments continued.
• Symmetrical items' pivots have the same Y and Z values.
Bodyupper_body: at the center (group must be -90).
body: slightly towards the mane from center (group must be -90).

Legs• Usually at the connecting point of the leg and the mane/body.
Tailtail: top tip center of the butt.
real_tail: must have the same pivot values as tail.

Testing the Animations

StepDescriptionDemonstration
1Locate the Animate tab. (If missing, convert the model to Modded Entity).
2One by one, Copy and Paste each animation from DGDM to your current model.
3Test for abnormalities. Fix pivots and tinker with values if you see:
• Head getting detached 💀
• Legs poking through body
• Tail going weird

Note: sit/tail_chase need tail rotated (x = -110) during animation; revert to x=0 after.

Left: Hind legs poking too deep. Right: Solution (Move y-pivot up by 2).

Last Resorts:

  1. Move the cubes.
  2. Scale the cubes (Last last LAST option). Tip: You can add connecting cubes if needed!

Finalizing

After all animations look acceptable:

StepDescriptionDemonstration
1Right-click the "root" group then Resolve the "root".
(Some animations may stop working; save as your "de-rooted" file from here).
2Convert the file into Modded Entity (if it's in another format).
3Final Checklist:
• Tail x-rotation is 0.
• Root has been resolved.
• Head items are inside real_head.
• Tail items are inside real_tail.
• Pivots for head/real_head match.
4Get up and drink some water or do light exercises!!! - says MashXPno (not yet)
5Rinse and Repeat for your other models!

Final Product

Final Product

A note for future you:

Next time you're planning to work on a new dog model, use the DefaultDogModel.bbmodel as a template to make implementation easier!


I hope you find this guide helpful! Feel free to ask any questions during the process.

Good luck!!! がんばってね〜!(⁠。⁠•̀⁠ᴗ⁠-⁠)⁠✧

Developer Banner