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# GeyserModelEngine
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> GitHub仓库:https://github.com/zimzaza4/GeyserModelEngine
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# 这是个什么玩意
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能让你Geyser服务器支持MEG4
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# 如何安装
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根据服务端版本下载以下插件
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[geyserUtils](https://github.com/zimzaza4/GeyserUtils)
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[GeyserModelEngine](https://github.com/zimzaza4/GeyserModelEngine)
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下载完后,将GeyserModelEngine放入插件文件夹
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把geyserutils-spigot/vc/bc放入插件文件夹
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将geyserutils-geyser放入geyser的扩展文件夹,这时就安装好了
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当然,先别急着用,现在你还得接着读下去
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# 转换模型
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打开你的bbmodel模型文件,将模型转换为基岩版模型
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打开刚转换完的模型,把这个多余的hitbox删了
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<img src="docimg/hitbox.png" width="500">
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不然基岩版看会变成这样
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<img src="docimg/hitbox1.jpg" width="500">
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然后记得保存模型纹理
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# 安装模型
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打开“plugins/Geyser-Spigot/extensions”文件夹创建一个文件夹名为“geyserutils”,接着再往里创建一个文件夹名为“skins”
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这时我们再创建一个文件夹名为你模型的id。比如我使用的测试模型的id是"parry_knight",就创建"parry_knight"文件夹
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最后将模型和纹理贴图放进去
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<img src="docimg/example.jpg" width="500">
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这时候重启服务器你的BE玩家应该能正常看到模型了。
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接下来就是有关模型动画的部分了!
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# 模型动画
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将模型的动画导出json格式
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将动画文件名称修改为"animation.模型ID.json"
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之后放入你的资源包
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<img src="docimg/example1.jpg" width="500">
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现在我们打开动画文件开始修改动画文件里的动画id
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原本所有的动作id基本都是idle、walk这样的,现在你得给他加个前缀
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例如:idle
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改为:animation.模型ID.idle
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示例:animation.parry_knight.idle
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改完后修改资源包版本号或者uuid,打包资源包
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重载Geyser或者重启服务器
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# 完结
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恭喜你现在学会如何使用了,如果还不会V我五毛帮你解决
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# 当前限制
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aaaa
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# 常见问题
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aaaaaaaaaaaa
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BIN
docimg/example.jpg
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docimg/example.jpg
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After Width: | Height: | Size: 16 KiB |
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docimg/example1.jpg
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docimg/example1.jpg
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After Width: | Height: | Size: 15 KiB |
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docimg/hitbox.png
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docimg/hitbox.png
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After Width: | Height: | Size: 218 KiB |
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docimg/hitbox1.jpg
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BIN
docimg/hitbox1.jpg
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After Width: | Height: | Size: 1020 KiB |
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