To append an object you go to File > Append (Shortcut: Shift + F1).
Now Search up the .blend file you want to import something from and left click it.
This will bring up alot of folders, you can import stuffs from all these folders, but for now we are going to open the “Object” folder. (importing mobs can easily be done from the “Group” folder).
Now select the object(s) you want to import and press “Link/Append from Library” or hit enter.
Select the armature(bones) and go into pose mode.
Now You can select idividual boens(left click) and move them by using R to rotate and G to move.
A lot of the mob rigs are using IK-Rigged legs.
To move an IK-Rigged leg, select smaller the bone underneath the leg and move it(by pressing: G or R). If you move this small bone up until it connects with the lower leg the leg will bend.
Open the UV/Image Editor and load the Character skin. Go to Image > Replace Image
Now locate the image/skin you want to put on the character. Select it and press “Replace Image” or hit enter.
If your character are using a hat or a second skin layer, you will need to turn them on using 2 drivers under “design” (See image examples 5).
If you want to use a skin with the new 1.8 skin format, do following:
1. Select the body mesh, open the object data properties, go under UV Maps, Select the “+1.8 Skin” UV Map and make that one the active render by clicking the camera next to it.
You will now need to do this for the head as well as the hat if you have one.
Select the armature with the name/text “Controls” over it. Go into Pose Mode. Now move these controlers to control the facial expresions.
It is only blury in the 3D view, and not when rendered.
This is because blender have mipmap turned on as default in the 3D view.
If you wishes to change this, Open blender, Go to file > User Preferences… > System > And turn off the checkbox “MipMaps”.
If you want this to be default every time you open blender, press “Save User Settings”, otherwise you just close the user preferences and you should be good to go!
You will need to convert the world to a .obj file. For that you will need to download JMc2Obj. You can get it here: http://jmc2obj.net
When you have opened JMc2Obj, start by locating your world folder at the top left of the window.
Use the numbers at the top right to select what dimension you want (world, neather etc.)
You can use Goto to jump to spesific cordinates.
Use Settings to set your settings as you want them.
Now select an area. Use the small scrollbars to the right to select a maximum and minimum Y(Height).
Once you have an area, press Export. This will bring up a new window. Click “Show export options…” and “Show texture options…”
Start by selecting a save folder at the top of the window. Also, name the file by pressing “Rename files…”
Then make the settings so they are suitable for your scene.
Now go under the texture properties and click “Minecraft”, This will load the textures from your versions folder (C:\Users\YOUR_USERNAME\AppData\Roaming\.minecraft\versions). It will take the first one sorted by name, so make sure you have the latest version at top.
Once it’s done loading the textures, and you’re done with all the settings. Hit “Export”.
Open Blender. Go to File > Import > “Wavefront (.obj)”.
Locate the .obj file where you saved it, Select it and press “Import OBJ” or hit enter.
Your world is now in blender, It often imports way of the center. To make it jump to the center, click “Shift Ctrl Alt C” and select “Geometry to Origin”
To fix the blury textures:
Select the world, open the material panel, Select a material, open the texture panel.
Go under “Image Sampling” and turn off the checkbox “Interpolation” and change the Filter from EWA to Box.
If the texture has transparency in it (for example Leavs, Glass, wildgrass, etc.), Go to Influence under the texture panel and check “Alpha”.
You will have to do this for each block texture.
You are allowed to use the models and rigs for commercial use. (However keep in mind Microsoft owns the rights to the textures used in on the models and rigs).
Credits is not something that is a must, it’s up to you whether you want to give credits. However I really appreciate the people who give some credits since I’ve spent countless of hours developing this rig and I’m releasing all of it for free, so to all of you who tends to give me credits, Thank You!
In this tutorial Nicholas Clark goes through the basics of using this rig for the Cycles render engine. How to work the bones and facial features, add your own 1.8 skin, importing mobs, objects and items as well as how to do a render with a transparent background so you easily can use your character in a thumbnail.