因为在MCC服务器不能用自己的3D皮肤,所以折腾了一个下午,把自己的3D皮肤转换成了4D皮肤,以下是过程。

效果展示

前提准备

  1. 一张你自己的皮肤图片
  2. Blockbench。一个建模工具
  3. Bedrock Launcher:用它下载的基岩版副本来更方便地更改游戏文件

你知道吗

你需要先了解基岩版皮肤包的文件夹和文件结构以便理解下面转换的过程。

转换过程

· 打开Bedrock Launcher,登录你的微软账号,然后进入游戏。
· 进入游戏后退出,转到Bedrock Launcher的设置,版本,进入游戏对应版本的文件夹。
· 进入data/skin_packs文件夹,为vanilla建立一个备份,以便在必要时回退。
· 进入vanilla文件夹,找到geometry.json,用Blockbench打开(文件->打开模型),选择geometry.humanoid.custom
· 在左下方纹理栏中,点击导入纹理图标,选择你的皮肤图片。
· 如果一切正常,你应该可以看到你的3D皮肤建模,点击文件->导出->导出基岩版几何,将新的.json文件命名为new_skin.json
· 接下来你需要调整new_skin.json,用文本编辑器(vscode)打开new_skin.json,按以下格式调整json文件

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{
"geometry.MoemuSkin1": {
"texture_width": 64,
"texture_height": 64,
"visible_bounds_width": 3,
"visible_bounds_height": 3,
"visible_bounds_offset": [0, 1.5, 0],
"bones": [
{
"name": "root",
"pivot": [0, 0, 0]
},
{
"name": "waist",
"parent": "root",
"pivot": [0, 12, 0]
},
{
"name": "body",
"parent": "waist",
"pivot": [0, 24, 0],
"cubes": [
{"origin": [-4, 12, -2], "size": [8, 12, 4], "uv": [16, 16]}
]
},
{
"name": "head",
"parent": "body",
"pivot": [0, 24, 0],
"cubes": [
{"origin": [-4, 24, -4], "size": [8, 8, 8], "uv": [0, 0]}
]
},
{
"name": "hat",
"parent": "head",
"pivot": [0, 24, 0],
"cubes": [
{"origin": [-4, 24, -4], "size": [8, 8, 8], "inflate": 0.5, "uv": [32, 0]}
]
},
{
"name": "cape",
"parent": "body",
"pivot": [0, 24, 3]
},
{
"name": "leftArm",
"parent": "body",
"pivot": [5, 22, 0],
"cubes": [
{"origin": [4, 12, -2], "size": [4, 12, 4], "uv": [32, 48]}
]
},
{
"name": "leftSleeve",
"parent": "leftArm",
"pivot": [5, 22, 0],
"cubes": [
{"origin": [4, 12, -2], "size": [4, 12, 4], "inflate": 0.25, "uv": [48, 48]}
]
},
{
"name": "leftItem",
"parent": "leftArm",
"pivot": [6, 15, 1]
},
{
"name": "rightArm",
"parent": "body",
"pivot": [-5, 22, 0],
"cubes": [
{"origin": [-8, 12, -2], "size": [4, 12, 4], "uv": [40, 16]}
]
},
{
"name": "rightSleeve",
"parent": "rightArm",
"pivot": [-5, 22, 0],
"cubes": [
{"origin": [-8, 12, -2], "size": [4, 12, 4], "inflate": 0.25, "uv": [40, 32]}
]
},
{
"name": "rightItem",
"parent": "rightArm",
"pivot": [-6, 15, 1],
"locators": {
"lead_hold": [-6, 15, 1]
}
},
{
"name": "jacket",
"parent": "body",
"pivot": [0, 24, 0],
"cubes": [
{"origin": [-4, 12, -2], "size": [8, 12, 4], "inflate": 0.25, "uv": [16, 32]}
]
},
{
"name": "leftLeg",
"parent": "root",
"pivot": [1.9, 12, 0],
"cubes": [
{"origin": [-0.1, 0, -2], "size": [4, 12, 4], "uv": [16, 48]}
]
},
{
"name": "leftPants",
"parent": "leftLeg",
"pivot": [1.9, 12, 0],
"cubes": [
{"origin": [-0.1, 0, -2], "size": [4, 12, 4], "inflate": 0.25, "uv": [0, 48]}
]
},
{
"name": "rightLeg",
"parent": "root",
"pivot": [-1.9, 12, 0],
"cubes": [
{"origin": [-3.9, 0, -2], "size": [4, 12, 4], "uv": [0, 16]}
]
},
{
"name": "rightPants",
"parent": "rightLeg",
"pivot": [-1.9, 12, 0],
"cubes": [
{"origin": [-3.9, 0, -2], "size": [4, 12, 4], "inflate": 0.25, "uv": [0, 32]}
]
}
]
}
}

其中,geometry.MoemuSkin1中的MoemuSkin1是你的皮肤名字,也就是打包皮肤包里面的TemplateSkin1TemplateSkin1,除了改变这个值,你不应该改变任何数字。

· 调整完毕后,接下来我们要合并至MC目录下的geometry.json,打开geometry.json。你有两种选择,一是全部删了然后把调整后的new_skin.json里面的内容全部复制进去,要么参考以上格式把geometry.json先转换一下然后再按照json格式复制粘贴一下。这里我们因为省事先用第一种方法。

· 打开skins.json文件,参考打包皮肤包把内容重新再填一遍,示例如下:

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{
"serialize_name": "MoemuSkin",
"localization_name": "MoemuSkin",
"skins": [
{
"localization_name": "MoemuSkin1",
"geometry": "geometry.MoemuSkin1",
"texture": "Moemu.png",
"type": "free"
}
]
}

· 把你的皮肤图片拖到这些json文件所在的文件夹下,然后更改texture项,确保texture所对应的文件存在。

· 打开manifest.json文件,参考打包皮肤包把内容重新再填一遍,示例如下

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{
"header": {
"name": "MoemuSkinPack",
"version": [1, 0, 0],
"uuid": "<Your uuid1>"
},
"modules": [
{
"version": [1, 0, 0],
"type": "skin_pack",
"uuid": "<Your uuid2>"
}
],
"format_version": 1
}

请确保你已经生成了两个唯一的uuid标识符,如果你的uuid标识符与别人重复,你就有可能无法上传你的皮肤模型

· 打开游戏,转到更衣室->经典皮肤选项卡,你应该看到你的皮肤。如果什么都没有,那就是上面的某一步出现问题了。但无论你是不是按照上面的教程一步一步走,你都会看到商店里面的皮肤无法加载,这就是这个方法的弊端。(但是两种方法都会有这个问题)

上述过程我们简称为改包,只要别人在设置中关闭了仅允许受信任的皮肤都可以看到你的皮肤。

如何将一张任意一张表情包制作成皮肤

效果展示按照这个过程你可以将任何一张表情包制作成“纸片人”皮肤。

你需要将该表情包转换成128x128大小, .png格式

和上述过程类似,但是你需要使用特定的geometry.json文件,自己跑去Blockbench建模很容易无法识别。

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{
"geometry.JinghuaSkin1": {
"bones": [
{
"name": "root",
"pivot": [0,0,0]
},
{
"name": "body",
"parent": "waist",
"pivot": [0,24,0],
"poly_mesh": {
"normalized_uvs": true,
"normals": [
[0,0,-1]
],
"positions": [
[-23.642477,0.103634,-0.000001],
[23.642469,0.103629,-0.000001],
[23.642477,47.388577,0.000009],
[-23.642469,47.38858,0.000009]
],
"uvs": [[0,0],[1,0],[1,1],[0,1]],
"polys": [[[0,0,0],[1,0,1],[2,0,2],[3,0,3]]]
}
},
{
"name": "waist",
"parent": "root",
"pivot": [0,99999,0]
},
{
"name": "head",
"parent": "body",
"pivot": [0,99999,0]
},
{
"name": "cape",
"pivot": [0,99999,3],
"parent": "body"
},
{
"name": "hat",
"parent": "head",
"pivot": [0,99999,0]
},
{
"name": "leftArm",
"parent": "body",
"pivot": [5,99999,0]
},
{
"name": "leftSleeve",
"parent": "leftArm",
"pivot": [5,99999,0]
},
{
"name": "leftItem",
"pivot": [6,99999,1],
"parent": "leftArm"
},
{
"name": "rightArm",
"parent": "body",
"pivot": [-5,99999,0]
},
{
"name": "rightSleeve",
"parent": "rightArm",
"pivot": [-5,99999,0]
},
{
"name": "rightItem",
"pivot": [-6,99999,1],
"locators": {
"lead_hold": [-6,15,1]
},
"parent": "rightArm"
},
{
"name": "leftLeg",
"parent": "root",
"pivot": [1.9,99999,0
]
},
{
"name": "leftPants",
"parent": "leftLeg",
"pivot": [1.9,99999,0]
},
{
"name": "rightLeg",
"parent": "root",
"pivot": [-1.9,99999,0]
},
{
"name": "rightPants",
"parent": "rightLeg",
"pivot": [-1.9,99999,0
]
},
{
"name": "jacket",
"parent": "body",
"pivot": [0,999999,0]
}
],
"texturewidth": 225,
"textureheight": 225
}
}

之后的过程不再叙述了,上面都有。