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Releases: JannisX11/blockbench

4.6.2 - The Animation Controller Update [Patch 2]

01 Feb 22:42
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Changes

  • Display icon mode bar select option name in tooltip (#1739)
  • Add "Limit to Palette" texture edit feature
  • Change bow display slot names to mention they are charged
  • Improve mesh UV mirroring by aligning with the UV bounding box

Technical changes

  • Add event hooks to loading animations and controllers
  • Update electron to 22.0.3
  • Update electron builder

Fixes

  • Fixed issue with display skin in web app
  • Fixed issues with animation controller saving
  • Fixed randomly assigned element marker colors not including pink and silver
  • Fixed mesh selection not properly synced between 3D and UV
  • Fixed incorrect name when creating display preset
  • Fixed texture render sides updating incorrectly in some cases
  • Fixed incoming connectors in animation controller states overflowing when there are too many
  • Fixed #1731 Canceling copy-paste tool moving does not reset texture correctl
  • Fixed gradient tool not working when alpha channel is locked

4.6.1 - The Animation Controller Update [Patch 1]

20 Jan 20:03
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Changes

  • Added icon for bézier keyframes
  • Loop cuts no longer floors offset coordinates
  • Increased compatibility of OBJ importer

Fixes

  • Optimized extruding with edges
  • Fixed edge drag selection not selecting all vertices
  • Fixed issue with dissolving edges between quads
  • Fixed error when extruding all edges around face
  • Fixed ghost selection issues when switching between different selection modes
  • Fixed issues with select all in mesh selection modes
  • Fixed edge selection tool selecting vertices multiple times
  • Fixed icon for animation controller panel
  • Fixed particle size when in locator local space
  • Fixed #1732 Clicking autocomplete doesn't update text correctly
  • Fixed pressing tab does not switch between UV editor sliders
  • Fixed MolangJS error when not enough arguments are present in functions
  • Fixed formatting of other controllers not optimized after saving controller to file
  • Fixed controllers are never marked as unsaved
  • Fixed delete not working on animation controllers
  • Fixed issues with cropped screenshots (#1733)
  • Fixed crop issue with orthographic camera in GIF recorder
  • Fixed loading error on older browsers
  • Fixed #1726 Freeze when switching from playing animation to controller
  • Fixed empty animation controller blend values not handled correctly
  • Fixed #1728 Animation controller blend value not handling 0 correctly
  • Fixed potential issue with animated texture playback
  • Fixes to Shapeless dialog API
  • Fixed for importing bedrock entity models in web app (#1727)

4.6.0 - The Animation Controller Update

16 Jan 17:56
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Welcome to Blockbench 4.6 - The Animation Controller Update!

Animation controller editor

Blockbench 4.6 introduces a brand new interface to edit animation controllers for Minecraft Bedrock Edition.

image

Generally, animation controllers are handled similarly to animations.
They are automatically imported when loading a model, based on the client entity file. You can also import them using the Import Animations button.
Selecting an animation controller brings up the editor, where, on new controllers, you can pick a controller preset. Once your controller has states, you can arrange and edit them, create transitions, and preview the animations.

https://bedrock.dev/docs/stable/Animations#Animation%20Controllers

  • Please note that animations use short names in animation controllers to link them to a state. Blockbench cannot edit the client entity file at this time to change these short names, so you need to manually make sure that they are correct in there. Blockbench automatically assumes the last part of the animation ID to be the short name, but you can also change it manually.

Preview

  • Use the buttons at the top to change the animation controller preview playback.
    1. By default, it is on Manual, which lets you click on a state to preview the transition and animation.
    2. Paused will pause the animation controller preview entirely.
    3. Setting it to Auto Play will automatically transition between the states by evaluating the transitions.
      • Use the new button type impulse to trigger respective transitions. Example: variable.attack_time = impulse('Attack')
  • At the moment, recursively playing animation controllers won't preview.
  • Also, preview for start_delay and loop_delay is not implemented but planned for the future.
  • The "Blend by Shortest Path" option also has no effect on the preview at the moment.

Transitions

  • Transitions are displayed as connection lines above and below the states. Where the transitions going towards the right are displayed below the states, and the transitions looping back to the left are displayed above the states.
  • You can click on a connection line to select the other state and preview the transition.
  • You can double click a connection line to jump to the transition and edit the condition.
  • Click and drag on the connection port of a state (the blue shape at the top and bottom of a selected state) to create a connection to another state. Alternatively, use the plus button in the Transitions list.

Options

  • You can add animations to a state. Animations consist of a linked animation (optional) for preview, a short name (used by Minecraft), and a condition / blend value (also optional).
  • You can add particles and sound effects, just like you can with keyframes.
  • Under On Entry and On Exit, you can add a Molang script to run on transitions.
  • Lists can be re-arranged by dragging the gray rectangle on the left side.

Settings Profiles

Settings profiles let you define profiles that override specific settings based on a condition

image

Here are a few example use cases that you could use them for:

  • Create a Recording profile for recording videos. The profile could scale up the interface to be easier to read on videos, enable Streamer Mode to hide your sensitive information, etc.
  • Create a profile for a specific format or to files in a specific directory. Change whether project files are minified, how often automatic backups are created, or how big default cubes are.
  • Create a profile for another user who has different preferences and another user name in edit sessions, or another Sketchfab account.

How to use profiles

  1. Open the settings menu
  2. Create or select a profile in the top right corner, above the search bar.
  3. Change the value of a setting. The setting will highlight in the color of the profile, indicating that the profile is changing the setting.
  4. You can press the X button to clear the profile override of a setting again.
  5. Switch back to the profile "None" to see and edit the master values of the settings.

Profile condition types

There are different types of conditions for profiles, and more might be added in the future:

  • Manually Selectable: Manually choose the profile from File > Preferences > Profiles, or using the button in the window frame.
  • Format: Enable the profile if a specific model format is used.
  • File Path: The profile is enabled when editing files or projects that match the file path. The condition value uses regular expression syntax, forward slashes separate the directory names, case is ignored. Example: my-project/.+\.json$ matches JSON files in the my-project directory.

Bézier keyframe interpolation

4.6 introduces bézier keyframe interpolation. The option can be selected from the keyframe interpolation menu. It adds two handles to the keyframe for each axis in order to change their curve.

Bézier keyframes should be used along with the Graph Editor in order to adjust their control points

  • The two handles can be locked together and unlocked by right clicking the keyframe and changing the option in the context menu.
  • Bezier keyframes are baked on export in all formats that support animations. In Minecraft Bedrock animation files, they are baked too, but optimized in order to create fewer keyframes when possible. This should still be kept in mind when creating animations, since sine curves or catmull rom (Smooth) keyframes can create more optimized files.
  • You can choose whether to show or hide the handles of not selected bezier keyframes in the settings.

image

Other new features

  • Added mesh cluster selection mode
  • Added looped playback toggle
  • Added RGB color sliders and color picker options menu
  • Added additive texture view mode
  • Added render sides option per texture
  • Added UI mode setting
  • Added ability to import bedrock entity files in order to open the model
  • Added "impulse" button type to placeholders
  • Ability to paint through transparent pixels (#875)

Changes

  • New tab overview screen
  • Multiple dialogs can now stay open at once
  • Added armor stand ground display presets
  • Color coded display mode sliders
  • Improve start screen loading order, the backup section now shows up instantly when available
  • Update and improve display skin selecting
  • Faces and edges can now be selected individually rather than vertex based (#1050)
  • Make focus on selection shift camera by default (#1498)
  • Added keyboard modifier menu in tablet mode
  • Added a warning when scaling box UV models (#1701)
  • Hide 0 width Box UV faces in UV editor
  • Hide UV-related context menus in image editor
  • Render images smooth in editor when image smaller than screen
  • Enabled blend modes on fill and shape tool (#1657)
  • Support unhandled fields and render_type in java block/item format
  • Added render sides and render mode options to texture properties dialog
  • Added orientation option in image extruder
  • Added Option to embed textures in bbmodel file (#907)
  • Display UV and Element panels when no elements selected
  • Let new cubes and meshes inherit parent marker color
  • Allow selecting appimage files as image editor
  • Improved startup performance
  • Improved element performance

GIF Recorder update

  • GIFs now record without anti aliasing by default to improve render quality and reduce artifacts
  • Added Pixelate option
  • Added background image option (#1432)
  • Added option to record as Animated PNG (APNG)
  • Added option to record as PNG sequence (#1521)
  • GIF size in KB or MB is now displayed in the screenshot result dialog.
  • Improved recording performance

Molang features (MolangJS 1.6)

Technical changes

  • Added ShapelessDialog API for shapeless dialogs such as the new tab overview
  • Removed Jimp library
  • Added selected condition in Condition API
  • Update material icons
  • Allow plugins to be installed from URL queries
  • Added additional event hooks (#1655)

Fixes

  • Fixed #1692 Closing other tab closes "New Tab"
  • Fixed locators and nulls not updating when flipped
  • Fixed #1675 Fix default context menu in Firefox
  • Fixed links not correctly underlined in Firefox
  • Fixed cubes forced to box UV when generating box UV template
  • Fixed template generator suggesting invalid resolution presets
  • Fixed pasted cubes not switching to required UV mode
  • Fixed error when loading animation with no matching element
  • Fixed comment in 1.17 modded entity template
  • Fixed vertex snap for individual vertices not working in some cases
  • Fixed export scale setting not applying to OBJ format
  • Auto export keyframe with slight rotation when bone is relative to entity
  • Fixed #1694 hovering over the borders of a texture shows the brush outline in the wrong place
  • Fixed min max not working correctly for number settings
  • Fixed typo in "Face Properties"
  • Fixed textures not updating correctly when painting across multiple textures in one stroke
  • Fixed #1682 Bidirectional resizing can create negative cube size
  • Fixed #1697 copy paste overlay remains after switching tool
  • Fixed #1686 skin poses inconsistent when cubes invisible
  • Fixe...
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4.6.0 Beta 2

08 Jan 21:07
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4.6.0 Beta 2 Pre-release
Pre-release

Welcome to the second beta for Blockbench 4.6!

To test this beta, download the required installation files from below, or enable the setting "Update to Pre-releases" inside Blockbench. Enabling this setting will tell Blockbench to always update to the latest pre-release, allowing you to test the latest features.
Please note that pre-release versions may be unstable and have more issues than release versions.

To test the web app, visit https://blockbench-dev.netlify.app/

Please report issues you find in the beta, make sure to specify the correct version.

Most new features are listed in the changelog for the first beta: https://github.com/JannisX11/blockbench/releases/tag/v4.6.0-beta.1

Profiles

  • Profiles can now be set to "Manually Selectable"
  • Selectable profiles can now be selected via File > Preferences > Profile

GIF Recorder update

  • Added PNG sequence support (#1521)
  • Always render GIFs with antialiasing disabled
  • Improved recording performance
  • Added background image option (#1432)
  • Added Pixelate option
  • Display image size in screenshot return dialog

Changes

  • Added orientation option in image extruder
  • Added copy/paste/duplicate/save support for animation controllers
  • Added Option to embed textures in bbmodel file (#907)
  • Display UV and Element panels when no elements selected
  • Let new cubes and meshes inherit parent marker color
  • Allow selecting appimage files as image editor
  • Startup performance improvements
  • Element performance improvements

Animation changes

  • Add button to reset keyframe bezier handles

Technical changes

  • Add additional event hooks for animation controllers
  • Converted Transform > Scale dialog to new system
  • Converted extrude image dialog

Fixes

  • Fixed rotation order in dae and fbx export
  • Fixed issues with loading certain plugins from URL
  • Fixed issue with quick message box
  • Fixed pressing tab in autocomplete switching input
  • Fixed display issue in vue prism editor
  • Fixed animation controllers previewing in edit mode
  • Fixed model memory data not loading correctly
  • Fixed incorrect molang error on ternary expression
  • Fixed issue with resizing textures
  • Fixed #1718 issue with moving texture with UV
  • Fixed keyframe bezier handles not affected by flipping and reversing
  • Fixed visual issue with graph editor handles
  • Fixed animation (controller) file menu options not working correctly
  • Fixed #1708 Textures missing when importing java block
  • Reset variables when switching animations and modes (#1489)

v4.6.0 Beta 1

31 Dec 14:59
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v4.6.0 Beta 1 Pre-release
Pre-release

Welcome to the first beta for Blockbench 4.6!

To test this beta, download the required installation files from below, or enable the setting "Update to Pre-releases" inside Blockbench. Enabling this setting will tell Blockbench to always update to the latest pre-release, allowing you to test the latest features.
Please note that pre-release versions may be unstable and have more issues than release versions.

To test the web app, visit https://blockbench-dev.netlify.app/

Please report issues you find in the beta, make sure to specify the correct version.

Animation controller editor

Blockbench 4.6 introduces a brand new interface to edit animation controllers for Minecraft Bedrock Edition.

image

Generally, animation controllers are handled similarly to animations.
They are automatically imported when loading a model, based on the client entity file. You can also import them using the Import Animations button.
Selecting an animation controller brings up the editor, where, on new controllers, you can pick a controller preset. Once your controller has states, you can arrange and edit them, create transitions, and preview the animations.

https://bedrock.dev/docs/stable/Animations#Animation%20Controllers

  • Please note that animations use short names in animation controllers to link them to a state. Blockbench cannot edit the client entity file at this time to change these short names, so you need to manually make sure that they are correct in there. Blockbench automatically assumes the last part of the animation ID to be the short name, but you can also change it manually.

Preview

  • Use the buttons at the top to change the animation controller preview playback.
    1. By default, it is on Manual, which lets you click on a state to preview the transition and animation.
    2. Paused will pause the animation controller preview entirely.
    3. Setting it to Auto Play will automatically transition between the states by evaluating the transitions.
      • Use the new button type impulse to trigger respective transitions. Example: variable.attack_time = impulse('Attack')
  • At the moment, recursively playing animation controllers won't preview.
  • Also, preview for start_delay and loop_delay is not implemented but planned for the future.
  • The "Blend by Shortest Path" option also has no effect on the preview at the moment.

Transitions

  • Transitions are displayed as connection lines above and below the states. Where the transitions going towards the right are displayed below the states, and the transitions looping back to the left are displayed above the states.
  • You can click on a connection line to select the other state and preview the transition.
  • You can double click a connection line to jump to the transition and edit the condition.
  • Click and drag on the connection port of a state (the blue shape at the top and bottom of a selected state) to create a connection to another state. Alternatively, use the plus button in the Transitions list.

Options

  • You can add animations to a state. Animations consist of a linked animation (optional) for preview, a short name (used by Minecraft), and a condition / blend value (also optional).
  • You can add particles and sound effects, just like you can with keyframes.
  • Under On Entry and On Exit, you can add a Molang script to run on transitions.
  • Lists can be re-arranged by dragging the gray rectangle on the left side.

Settings Profiles

Settings profiles let you define profiles that override specific settings based on a condition

I'm specifically looking for feedback on this feature. Do you have use cases for this that it could cover, but missing a feature? Do you have any feedback about the design or UX? Let me know!

image

Here are a few example use cases that you could use them for:

  • Create a Recording profile for recording videos. The profile could scale up the interface to be easier to read on videos, enable Streamer Mode to hide your sensitive information, etc.
  • Create a profile for a specific format. Change whether project files are minified, how often automatic backups are created, or how big default cubes are.
  • Create a profile for another user who has different preferences and another user name in edit sessions, or another Sketchfab account.

How to use profiles

  1. Open the settings menu
  2. Create or select a profile in the top right corner, above the search bar.
  3. Change the value of a setting. The setting will highlight in the color of the profile, indicating that the profile is changing the setting.
  4. You can press the X button to clear the profile override of a setting again.
  5. Switch back to the profile "None" to see and edit the master values of the settings.

Features that I am considering to add before the 4.6 release

  • Additional conditions
  • A custom condition, that lets you manually select the profile
  • A code field to be able to chain certain conditions using a simple language that supports basic logic (And, Or, Equal, Not Equal, >, <)
  • A way to sort profiles in order to change their priority.

Bézier keyframe interpolation

4.6 introduces bézier keyframe interpolation. The option can be selected from the keyframe interpolation menu. It adds two handles to the keyframe for each axis in order to change their curve.

Bézier keyframes should be used along with the Graph Editor in order to adjust their control points

  • The two handles can be locked together and unlocked by right clicking the keyframe and changing the option in the context menu.
  • Bezier keyframes are baked on export in all formats that support animations. In Minecraft Bedrock animation files, they are baked too, but optimized in order to create fewer keyframes when possible. This should still be kept in mind when creating animations, since sine curves or catmull rom (Smooth) keyframes can create more optimized files.

image

Other new features

  • Added looped playback toggle
  • Added RGB color sliders and color picker options menu
  • Added additive texture view mode
  • Added render sides option per texture
  • Added UI mode setting
  • Added ability to import bedrock entity files in order to open the model
  • Added "impulse" button type to placeholders
  • Ability to paint through transparent pixels (#875)

Changes

  • New tab overview screen
  • Multiple dialogs can now stay open at once
  • Added armor stand ground display presets
  • Color coded display mode sliders
  • Improve start screen loading order, the backup section now shows up instantly when available
  • Update and improve display skin selecting
  • Faces and edges can now be selected individually rather than vertex based (#1050)
  • Make focus on selection shift camera by default (#1498)
  • Added keyboard modifier menu in tablet mode
  • Hide 0 width Box UV faces in UV editor
  • Hide UV-related context menus in image editor
  • Render images smooth in editor when image smaller than screen
  • Enabled blend modes on fill and shape tool (#1657)
  • Support unhandled fields and render_type in java block/item format
  • Added render sides and render mode options to texture properties dialog

Molang features (MolangJS 1.6)

Technical changes

  • Added ShapelessDialog API for shapeless dialogs such as the new tab overview
  • Removed Jimp library
  • Added selected condition in Condition API
  • Update material icons
  • Allow plugins to be installed from URL queries
  • Added additional event hooks (#1655)

Fixes

  • Fixed #1692 Closing other tab closes "New Tab"
  • Fix locators and nulls not updating when flipped
  • Fix #1675 Fix default context menu in Firefox
  • Fix links not correctly underlined in Firefox
  • Fix cubes forced to box UV when generating box UV template
  • Fix template generator suggesting invalid resolution presets
  • Fix pasted cubes not switching to required UV mode
  • Fix error when loading animation with no matching element
  • Fix comment in 1.17 modded entity template
  • Fix vertex snap for individual vertices not working in some cases
  • Fix export scale setting not applying to OBJ format
  • Auto export keyframe with slight rotation when bone is relative to entity
  • Fixed #1694 hovering over the borders of a texture shows the brush outline in the wrong place
  • Fixed min max not working correctly for number settings
  • Fixed typo in "Face Properties"
  • Fixed textures not updating correctly when painting across multiple textures in one stroke

4.5.2 - The FBX Update (Patch 2)

20 Nov 13:45
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Changes

  • Add "Select All" and "Select None" buttons to the animation export dialog
  • Increase label width in all dialogs with only slim inputs such as checkboxes
  • Allow percentage to be used in num sliders by adding % after a number
  • Changed modded entity export version name to 1.17+
  • Support dragging blckbn.ch links into the app
  • Support taking screenshots work in 2D editor
  • Increase max color picker size (#1577)

Fixes

  • Fixed rotation order issue in FBX exporter
  • Fixed issue with cube face UV rotations in FBX exporter
  • Fixed #1659 Converting skin model to new tab re-applies pose
  • Fixed #1632 pressing Ctrl + S in image editor corrupts file
  • Fixed preview of non-square animated textures in texture list
  • Fixed brush offset in 2D editor on animated textures
  • Fixed issue with loop cuts when only line was selected
  • Fixed shift and ctrl keys not working when changing loop cut offset
  • Fixed Set IK Target still showing with no options
  • Fixed outdated-browser-detection not working correctly
  • Fixed #1647 Null objects can be added outside of edit mode

4.5.1 - The FBX Update (Patch 1)

12 Nov 14:23
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Fixes

  • Fixed error when launching program on macOS
  • Fixed multiple issues with UV mirror property on Box UV cubes (#1653)
  • Fixed null object not transforming back when leaving animation mode
  • Fixed animatable elements such as null objects not being selectable in animation mode from the viewport
  • Fixed #1646 Freeze when range selecting keyframes vertically
  • Fixed inconsistent behavior when shift+selecting keyframe columns
  • Fixed Box UV values not snapping to integers

4.5.0 - The FBX Update

10 Nov 15:16
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This update for Blockbench focuses on the new FBX exporter, as well as new features for Minecraft Java Edition Block and item models. As alawys it is also packed with a lot of other big and small features and improvements, and a few bug fixes.

Export

  • Added FBX exporter. FBX files can be directly imported into game engines such as Unreal Engine, and support animations!

Minecraft Java Block/Item Features

  • Predicate Override Editor
  • Texture MCMeta Support
  • Face Property Editor
  • Option to open java-block parent model (#1436)
  • Option to auto-generate cullfaces for block models
  • Added invisible item frame display reference
  • Keeping track of model credit field (#1605)

New Features

  • Added per-cube UV mode to allow both Box UV and Per-face UV within the same model
  • Locators and null objects are now displayed as icon in the viewport
  • Added detachable project tabs
  • Added selection modes in Select window

Animations

  • Add option on animators to rotate in global space
  • Add chift+click on time code to select keyframe columns
  • Shift+click to range-select keyframes vertically
  • Support query.time_stamp (#1601)
  • Switch keyframe when switching graph editor channel (#1375)
  • Improved keyframe value slider accuracy

Image Editor

  • Track image projects in recent models
  • Added Move mode for Copy Paste Tool (#1573)
  • Added painting pixel grid in 2D editor
  • Added 2D space mirror painting (#1579)
  • Added option to adjust texture opacity
  • Option to rotate textures (#1571)
  • Added image edit options to texture context menu
  • Saving all textures in image editor now marks project as saved
  • Only auto-center UV editor on zoom when already near center
  • Selecting Texture skin preset now opens a new 2D image editor

Other Changes

  • Change Center All to Center Lateral
  • Allow moving bones in skin mode
  • Converting project now creates copy in new tab by default
  • Added new icon for bedrock block model format
  • Added new icon for Collada exporter
  • Added format description to project dialog
  • Added attachables to description of bedrock entity format
  • Added setting for model export scale
  • Shared models no longer include absolute asset paths
  • Don't append semicolon to instruction if it's a command (#1505)
  • Small UI tweaks and performance improvements

Qualify-of-life Changes

  • Allow setting position of mesh face UV via position field
  • Automatically detect and load layered textures on bedrock entity models
  • If no elements are selected, scale the entire project (#970)
  • Save selected tool when switching modes
  • Added additional options to plugin window side menu
  • Resizing folded top or bottom panel will now unfold panel

Technical Changes

  • Update electron to 21
  • Add Blockbench.readFile alias
  • Add cancel_on_click_outside option for dialogs
  • Add support for range type in dialog forms
  • Add full_width property in dialog forms
  • Added amend edit interval options
  • Added image_editor format feature
  • Automatically add new actions to already customized toolbars
  • Improve hybrid parent menus
  • Added option on orbit controls to disable updating camera
  • Add failsafe and warning for plugin BarItems without correct ID
  • Improve compatibility for custom cube-like elements

Fixes

  • Fixed shift key not working to apply texture to all faces on drop
  • Fixed issue where action descriptions say Cubes instead of Elements (in en)
  • Prevent dialogs from sticking out of the main window when their size dynamically changed
  • Brush outline position was inaccurate when zooming in UV editor, removed outline while zooming
  • Fixed #1629 Image editor disappears when enabling quad view
  • Fixed issue with cube mirror painting on both axes
  • Fixed #1620 Incorrect numbers in status bar when using shape tool
  • Fixed fading corners on hollow rectangles when using shape tool
  • Fixed visual errors after flipping groups
  • Fixed converting to bedrock block undoing removed faces
  • Fixed model loaders not disappearing from start screen when deleted
  • Fixed missing "Folder" translation in texture dialog
  • Fixed #1626 "Rectangle selection" typo
  • Removed maximum background size (#1624)
  • Fixed mirror painting offset when using a smooth brush
  • UV Overlay button is visible in image editor
  • Fixed issue with vertex snapping cube pivot points in java block/item
  • Fixed #1613 Duplicate texture ids when merging projects
  • Fixed issue where changing loop cut offset would move cut in inconsistent directions
  • Fixed incorrect molang expression validation errors
  • Fixed UV editing of mesh vertices not working on tall textures
  • Fixed #881 Skin explode does not return to correct position after saving model in exploded state
  • Fixed Pick Color Opacity not working when opacity is 0

v4.5.0 Beta 3

07 Nov 19:18
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v4.5.0 Beta 3 Pre-release
Pre-release

Welcome to the third beta for Blockbench version 4.5!

To test this beta, download the required installation files from below, or enable the setting "Update to Pre-releases" inside Blockbench. Enabling this setting will tell Blockbench to always update to the latest pre-release, allowing you to test the latest features.
Please note that pre-release versions may be unstable and have more issues than release versions.

To test the web app, visit https://blockbench-dev.netlify.app/

Please report issues you find in the beta, make sure to specify the correct version.

Changes

  • Added FBX animation support
  • Added painting grid in 2D editor
  • Allow moving bones in skin mode
  • Move locators and null objects to 3D foreground when selected
  • UV Overlay button is now hidden in 3D paint mode
  • Highlight windows when dragging detached tab
  • Resizing folded top or bottom panel will now unfold panel
  • Disable absolute paths in shared models
  • Highlight selected face in face properties editor

Technical changes

  • Add failsafe and warning for plugin BarItems without correct ID
  • Improve compatibility for custom cube-like elements

Fixed beta issues

  • Fixed missing Resize Texture action in texture context menu
  • Fixed locators and null objects not being selectable via area select
  • Fixed "Edit in Blockbench" and project tab thumbnails not working
  • Fixed #1633 Null object visual size resets in animation mode
  • Fixed #1630 FBX inconsistent scale across importers
  • Fixed #1631 Inverted face direction on cubes in FBX export

Fixed production issues

  • Fixed issue with vertex snapping cube pivot points in java block/item
  • Fixed #1613 Duplicate texture ids when merging projects
  • Fixed issue where changing loop cut offset would move cut in inconsistent directions
  • Fixed incorrect molang expression validation errors
  • Fixed UV editing of mesh vertices not working on tall textures
  • Fixed #881 Skin explode does not return to correct position after saving model in exploded state

4.5.0 Beta 2

02 Nov 17:57
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4.5.0 Beta 2 Pre-release
Pre-release

Welcome to the second beta for Blockbench version 4.5!

To test this beta, download the required installation files from below, or enable the setting "Update to Pre-releases" inside Blockbench. Enabling this setting will tell Blockbench to always update to the latest pre-release, allowing you to test the latest features.
Please note that pre-release versions may be unstable and have more issues than release versions.

To test the web app, visit https://blockbench-dev.netlify.app/

Please report issues you find in the beta, make sure to specify the correct version.

Changes

  • Added FBX exporter
  • Added detachable project tabs
  • Auto Set Cullfaces tool
  • Scale all elements if none are selected (#970)
  • Added setting for model export scale
  • Added new icon for bedrock block model format
  • Added new icon for Collada exporter
  • Save selected tool when switching modes
  • Added invisible item frame display reference
  • Improve keyframe value slider accuracy
  • Added support for per-frame frame times in mcmeta
  • Added info boxes for tint, cullface, and material instance column

Technical Changes

  • Added image_editor format feature
  • Added option on orbit controls to disable updating camera

Fixes

  • Fixed #1629 Image editor disappears when enabling quad view
  • Fixed mirror_uv property import from bbmodels
  • Fixed #1628 box UV import from JEM and JPM
  • Fixed issue with cube mirror painting on both axes
  • Fixed #1620 Incorrect numbers in status bar when using shape tool
  • Fixed fading corners on hollow rectangles when using shape tool
  • Fixed visual errors after flipping groups
  • Fixed drag&drop image import menu not showing up
  • Fixed converting to bedrock block undoing removed faces
  • Fixed model loaders not disappearing from start screen when deleted
  • Fixed UV mirror action not working
  • Fixed UV mirror toggles missing in outliner
  • Fixed missing "Folder" translation in texture dialog
  • Fixed #1626 "Rectangle selection" typo
  • Remove maximum background size (#1624)