LESSON05

BLOCKBENCH 3D
Who moves? Who doesn't move?

Six barrels,
An axis of rotation.

American Gatling style,
From circular arrangement to loop animation.

Don't let the whole piece spin just yet. Let the gun stand steady and only give the front six barrels to the same group. Give it another stroke of yellow: when the mark completes a circle, you understand pivots and loops.

  • Getting started and advanced
  • Recommended 90–120 minutes
  • 65 blocks
  • 2 segments of rotation animation
Real-time 3D works

Loading textured model...

Drag to rotate·Scroll wheel to zoom
First turn off the automatic rotation of the viewing angle to see who is moving.Barrel rotation/slow view. Both paragraphs are game display animations and do not contain shooting or loading actions.
This time's goalDivide the 65 blocks into moving and static, and let the six tubes rotate continuously around the same axis.Practice package and preparation ↓

BEFORE YOU BUILD

It's a class called "Breaking Sports".

Make a piece with the recognizable outline of modern American six-tube Gatling Minecraft style game appearance model. All parameters are in arbitrary modeling units; do not correspond to real-life dimensions, nor are internal mechanisms modeled. The barrel is made of solid blocks, and the dark end face is just a pixel shape.

Prepare Blockbench 5.x, select Generic Model/general model. For first time use, you can do this firstPumpkin lantern introductory course.

Download 5-stage project · 35 KB ↓
  • 01-body-shell.bbmodel13 widgets · 3 groups · 0 animations
  • 02-six-barrels.bbmodel54 widgets · 4 groups · 0 animations
  • 03-textured-details.bbmodel65 widgets · 5 groups · 0 animations
  • 04-rotating-barrels.bbmodel65 parts · 5 groups · 1 animation
  • 05-finished-two-speeds.bbmodel65 widgets · 5 groups · 2 animations

Phase project preset textures to facilitate observation. The software screenshot was taken in the Chinese version of this machine, Blockbench, and did not run continuously from the blank project; the structure chart is marked separately. Please save a copy of your practice first.

STEP1

Create a new project and determine an axis

First decide which side is the front, and then decide where to go around.

  1. Create a new Generic Model and name it my_gatling_proptexture set to 64 × 64, use the face-to-face UV to save .bbmodel first.
  2. The front end faces +XY for height, Z for thickness. Create the outermost layer of Display, Pivot as 0 / 10 / 0.
  3. Under Display, build Body and Handles first. Open stage 01 to compare the main outline: 13 squares in total, 3 groups.
X → barrel long axisY ↑ heightZ ↔ thickness
Native Blockbench · Chinese interfaceView original image ↗
Gatling main stage opened by native Blockbench
Actual machine 01Look at the unmovable part first
  • Centrally look at the contours, right-hand outline of Body and Handles.
  • Save your own copy first, and then start adjusting.
STEP2

The main body that cannot be hit first

First use a large block to explain the volume clearly.

  1. Create in Body body_main,Position −13 / 6 / −4,Size 11 / 8 / 8,Rotation is 0/ 0/ 0.
  2. Use the top, bottom, back cover and patches on both sides to separate the layers. Position is the starting point of the block, not the center; the component Pivot is reserved according to the parameter list.
  3. Add two upper columns, a handle and two rear grip profiles to Handles. They remain stationary with the subject and are not put into the Rotor.
Native Blockbench · Chinese interfaceView original image ↗
Native Blockbench selects the virtual parameters of body_main
Actual machine 02A block, first check the position and size
  • The right side shows the current block's position, size, and pivot.
  • Body and Handles do not add rotation keyframes.
The gray-green main body and handle outline of the Gatling model
Structure chart 01/ 13 squares, first to stabilize the static part.
13 main body and handle component parameters
Part / GroupPositionSizeRotation °PivotUV
body_main
Body
-13 / 6 / -411 / 8 / 80 / 0 / 0-7.5 / 10 / 00 / 0 / 16 / 16
body_top
Body
-12 / 14 / -39 / 1.2 / 60 / 0 / 0-7.5 / 14.6 / 016 / 0 / 32 / 16
body_bottom
Body
-12 / 4.8 / -39 / 1.2 / 60 / 0 / 0-7.5 / 5.4 / 032 / 0 / 48 / 16
back_cap
Body
-14.5 / 6.5 / -3.51.5 / 7 / 70 / 0 / 0-13.75 / 10 / 00 / 16 / 16 / 32
side_near
Body
-11 / 7 / 47 / 5 / 0.80 / 0 / 0-7.5 / 9.5 / 4.416 / 0 / 32 / 16
side_far
Body
-11 / 7 / -4.87 / 5 / 0.80 / 0 / 0-7.5 / 9.5 / -4.416 / 0 / 32 / 16
front_collar
Body
-2 / 5 / -52 / 10 / 100 / 0 / 0-1 / 10 / 00 / 16 / 16 / 32
mount_shape
Body
-8 / 2.8 / -23 / 2 / 40 / 0 / 0-6.5 / 3.8 / 032 / 0 / 48 / 16
top_post_back
Handles
-11 / 15 / -0.81.2 / 3.5 / 1.60 / 0 / 0-10.4 / 16.75 / 00 / 16 / 16 / 32
top_post_front
Handles
-4 / 15 / -0.81.2 / 3.5 / 1.60 / 0 / 0-3.4 / 16.75 / 00 / 16 / 16 / 32
top_grip
Handles
-11 / 18.5 / -18.2 / 1.6 / 20 / 0 / 0-6.9 / 19.3 / 032 / 16 / 48 / 32
rear_grip_near
Handles
-16 / 7 / 21.5 / 6 / 1.50 / 0 / 0-15.25 / 10 / 2.7532 / 16 / 48 / 32
rear_grip_far
Handles
-16 / 7 / -3.51.5 / 6 / 1.50 / 0 / 0-15.25 / 10 / -2.7532 / 16 / 48 / 32
STEP3

Six gun barrels, forming a circle

Before copying six times, first find the six positions.

Create under Display Rotor. The lengths of the six cuboids are all along X: Size is 23 / 1.5 / 1.5. They are arranged around Y=10, Z=0 with a center distance of 3.2Virtual Modelling Unit. The table below shows the center; when filling in Position, subtract 0.75 from each of Y and Z, and fill in 0 for X.

WidgetsCenter YCenter Z
barrel_113.20
barrel_211.62.771
barrel_38.42.771
barrel_46.80
barrel_58.4-2.771
barrel_611.6-2.771

For example barrel_1 is The Z rotation of 0 / 12.45 / −0.75. The small end squares, dark end faces and bright strips are also arranged along the respective barrels. There are 8 pieces in each of the two circles of decorative frames, and the X rotation of the single piece is set at 0°, 45°...315°; this is an appearance decoration, not a real mechanism.

Native Blockbench · Chinese interfaceView original image ↗
Gatling stage with six-tube group in native Blockbench
Actual machine 03Six long pieces, leaving clear intervals
  • Phase 02 totals 54 parts, with 41 new Rator components.
  • Looking around the end face, there should be a gap between the six barrels.
Six tubes in front of the gray green shell and two-round decorative frames.
Structure chart 02/ Same length, different centres, forming a circular rhythm.
Rotor parameters and UVs for all 41 parts
Part / GroupPositionSizeRotation °PivotUV
rotor_core
Rotor
0 / 9.4 / -0.623 / 1.2 / 1.20 / 0 / 011.5 / 10 / 032 / 0 / 48 / 16
barrel_1
Rotor
0 / 12.45 / -0.7523 / 1.5 / 1.50 / 0 / 011.5 / 13.2 / 016 / 16 / 32 / 32
barrel_tip_1
Rotor
21 / 12.25 / -0.952.1 / 1.9 / 1.90 / 0 / 022.05 / 13.2 / 00 / 16 / 16 / 32
barrel_cap_1
Rotor
23.11 / 12.65 / -0.550.08 / 1.1 / 1.10 / 0 / 023.15 / 13.2 / 032 / 16 / 48 / 32
barrel_marker_1
Rotor
3 / 13.96 / -0.1817 / 0.1 / 0.360 / 0 / 011.5 / 14.01 / 016 / 32 / 32 / 48
barrel_2
Rotor
0 / 10.85 / 2.02123 / 1.5 / 1.50 / 0 / 011.5 / 11.6 / 2.77116 / 16 / 32 / 32
barrel_tip_2
Rotor
21 / 10.65 / 1.8212.1 / 1.9 / 1.90 / 0 / 022.05 / 11.6 / 2.7710 / 16 / 16 / 32
barrel_cap_2
Rotor
23.11 / 11.05 / 2.2210.08 / 1.1 / 1.10 / 0 / 023.15 / 11.6 / 2.77132 / 16 / 48 / 32
barrel_marker_2
Rotor
3 / 12.36 / 2.59117 / 0.1 / 0.360 / 0 / 011.5 / 12.41 / 2.77148 / 16 / 64 / 32
barrel_3
Rotor
0 / 7.65 / 2.02123 / 1.5 / 1.50 / 0 / 011.5 / 8.4 / 2.77116 / 16 / 32 / 32
barrel_tip_3
Rotor
21 / 7.45 / 1.8212.1 / 1.9 / 1.90 / 0 / 022.05 / 8.4 / 2.7710 / 16 / 16 / 32
barrel_cap_3
Rotor
23.11 / 7.85 / 2.2210.08 / 1.1 / 1.10 / 0 / 023.15 / 8.4 / 2.77132 / 16 / 48 / 32
barrel_marker_3
Rotor
3 / 9.16 / 2.59117 / 0.1 / 0.360 / 0 / 011.5 / 9.21 / 2.77148 / 16 / 64 / 32
barrel_4
Rotor
0 / 6.05 / -0.7523 / 1.5 / 1.50 / 0 / 011.5 / 6.8 / 016 / 16 / 32 / 32
barrel_tip_4
Rotor
21 / 5.85 / -0.952.1 / 1.9 / 1.90 / 0 / 022.05 / 6.8 / 00 / 16 / 16 / 32
barrel_cap_4
Rotor
23.11 / 6.25 / -0.550.08 / 1.1 / 1.10 / 0 / 023.15 / 6.8 / 032 / 16 / 48 / 32
barrel_marker_4
Rotor
3 / 7.56 / -0.1817 / 0.1 / 0.360 / 0 / 011.5 / 7.61 / 048 / 16 / 64 / 32
barrel_5
Rotor
0 / 7.65 / -3.52123 / 1.5 / 1.50 / 0 / 011.5 / 8.4 / -2.77116 / 16 / 32 / 32
barrel_tip_5
Rotor
21 / 7.45 / -3.7212.1 / 1.9 / 1.90 / 0 / 022.05 / 8.4 / -2.7710 / 16 / 16 / 32
barrel_cap_5
Rotor
23.11 / 7.85 / -3.3210.08 / 1.1 / 1.10 / 0 / 023.15 / 8.4 / -2.77132 / 16 / 48 / 32
barrel_marker_5
Rotor
3 / 9.16 / -2.95117 / 0.1 / 0.360 / 0 / 011.5 / 9.21 / -2.77148 / 16 / 64 / 32
barrel_6
Rotor
0 / 10.85 / -3.52123 / 1.5 / 1.50 / 0 / 011.5 / 11.6 / -2.77116 / 16 / 32 / 32
barrel_tip_6
Rotor
21 / 10.65 / -3.7212.1 / 1.9 / 1.90 / 0 / 022.05 / 11.6 / -2.7710 / 16 / 16 / 32
barrel_cap_6
Rotor
23.11 / 11.05 / -3.3210.08 / 1.1 / 1.10 / 0 / 023.15 / 11.6 / -2.77132 / 16 / 48 / 32
barrel_marker_6
Rotor
3 / 12.36 / -2.95117 / 0.1 / 0.360 / 0 / 011.5 / 12.41 / -2.77148 / 16 / 64 / 32
band_rear_1
Rotor
1 / 13.8 / -1.82 / 1 / 3.60 / 0 / 02 / 14.3 / 00 / 16 / 16 / 32
band_rear_2
Rotor
1 / 12.541 / 1.2412 / 1 / 3.645 / 0 / 02 / 13.041 / 3.0410 / 16 / 16 / 32
band_rear_3
Rotor
1 / 9.5 / 2.52 / 1 / 3.690 / 0 / 02 / 10 / 4.30 / 16 / 16 / 32
band_rear_4
Rotor
1 / 6.459 / 1.2412 / 1 / 3.6135 / 0 / 02 / 6.959 / 3.0410 / 16 / 16 / 32
band_rear_5
Rotor
1 / 5.2 / -1.82 / 1 / 3.6180 / 0 / 02 / 5.7 / 00 / 16 / 16 / 32
band_rear_6
Rotor
1 / 6.459 / -4.8412 / 1 / 3.6225 / 0 / 02 / 6.959 / -3.0410 / 16 / 16 / 32
band_rear_7
Rotor
1 / 9.5 / -6.12 / 1 / 3.6270 / 0 / 02 / 10 / -4.30 / 16 / 16 / 32
band_rear_8
Rotor
1 / 12.541 / -4.8412 / 1 / 3.6315 / 0 / 02 / 13.041 / -3.0410 / 16 / 16 / 32
band_front_1
Rotor
17 / 13.8 / -1.82 / 1 / 3.60 / 0 / 018 / 14.3 / 00 / 16 / 16 / 32
band_front_2
Rotor
17 / 12.541 / 1.2412 / 1 / 3.645 / 0 / 018 / 13.041 / 3.0410 / 16 / 16 / 32
band_front_3
Rotor
17 / 9.5 / 2.52 / 1 / 3.690 / 0 / 018 / 10 / 4.30 / 16 / 16 / 32
band_front_4
Rotor
17 / 6.459 / 1.2412 / 1 / 3.6135 / 0 / 018 / 6.959 / 3.0410 / 16 / 16 / 32
band_front_5
Rotor
17 / 5.2 / -1.82 / 1 / 3.6180 / 0 / 018 / 5.7 / 00 / 16 / 16 / 32
band_front_6
Rotor
17 / 6.459 / -4.8412 / 1 / 3.6225 / 0 / 018 / 6.959 / -3.0410 / 16 / 16 / 32
band_front_7
Rotor
17 / 9.5 / -6.12 / 1 / 3.6270 / 0 / 018 / 10 / -4.30 / 16 / 16 / 32
band_front_8
Rotor
17 / 12.541 / -4.8412 / 1 / 3.6315 / 0 / 018 / 13.041 / -3.0410 / 16 / 16 / 32
STEP4

Put the rotating parts together

The pivot is like an invisible thread that strings together actions.

Add 11 pixel decorations of Details to get 65 blocks, 5 groups. Select Rotor and set the group Pivot to 0 / 10 / 0. The basic rotation of the group remains 0 / 0 / 0, and actions are added to the timeline later.

Display
├─ Body       静止外壳
├─ Handles    静止提把
├─ Details    静止装饰
└─ Rotor      41 个部件一起绕 X 旋转
   ├─ 六根枪管、端面和亮条
   ├─ 两圈装饰框
   └─ 中央造型块
Native Blockbench · Chinese interfaceView original image ↗
Select Rotor grouping and pivot in native Blockbench
Actual machine 04Select Rotor, check the center axis
  • Rotor's Pivot is 0/10/0.
  • The outer shell, handles, and side trim do not belong to the Rotor.
11 shell pixel decoration parameters
Part / GroupPositionSizeRotation °PivotUV
stripe_near
Details
-10.5 / 8.5 / 4.816 / 1 / 0.120 / 0 / 0-7.5 / 9 / 4.870 / 32 / 16 / 48
stripe_far
Details
-10.5 / 8.5 / -4.936 / 1 / 0.120 / 0 / 0-7.5 / 9 / -4.870 / 32 / 16 / 48
status_near
Details
-5 / 11 / 4.811.4 / 0.6 / 0.130 / 0 / 0-4.3 / 11.3 / 4.87532 / 32 / 48 / 48
status_far
Details
-5 / 11 / -4.941.4 / 0.6 / 0.130 / 0 / 0-4.3 / 11.3 / -4.87532 / 32 / 48 / 48
pixel_bolt_near_1
Details
-10.5 / 7.4 / 4.820.6 / 0.6 / 0.220 / 0 / 0-10.2 / 7.7 / 4.9348 / 16 / 64 / 32
pixel_bolt_near_2
Details
-5 / 7.4 / 4.820.6 / 0.6 / 0.220 / 0 / 0-4.7 / 7.7 / 4.9348 / 16 / 64 / 32
pixel_bolt_far_1
Details
-10.5 / 7.4 / -5.040.6 / 0.6 / 0.220 / 0 / 0-10.2 / 7.7 / -4.9348 / 16 / 64 / 32
pixel_bolt_far_2
Details
-5 / 7.4 / -5.040.6 / 0.6 / 0.220 / 0 / 0-4.7 / 7.7 / -4.9348 / 16 / 64 / 32
back_pixel_top
Details
-14.7 / 12 / -1.20.2 / 0.7 / 2.40 / 0 / 0-14.6 / 12.35 / 048 / 16 / 64 / 32
back_pixel_bottom
Details
-14.7 / 7 / -1.20.2 / 0.7 / 2.40 / 0 / 0-14.6 / 7.35 / 048 / 16 / 64 / 32
side_badge
Details
-9 / 10 / 4.832 / 1.4 / 0.120 / 0 / 0-8 / 10.7 / 4.8948 / 0 / 64 / 16
STEP5

Leave observation marks with bright colors

A repeat shape requires an easy-to-identify mark.

  1. Import textures/gatling-palette.png, give the gray green to the shell, blue gray to six tubes and darkest to the side.
  2. Enter painting mode and observe the 64x64 atlas. Use 1 pixel light edge to distinguish turns, without having to paint every piece very brightly.
  3. barrel_marker_1 Use yellow, and the remaining five bright strips use light gray. It's hard to see the rotation when all six are exactly the same, and the only yellow mark helps you follow a full circle.
Grey, Blue Grey, Yellow and Cyan Pixels Atlas
There are layers in the dark places, and there are reasons in the bright places.

The first row of shells; the second row of metal and end faces; the third row of yellow marks and cyan embellishments; the fourth row of spare creative colors.

This lesson shares 16×16 color blocks, and the pixel density is not a strict original expansion standard.
Native Blockbench · Chinese interfaceView original image ↗
Six-barrel Gatling in native Blockbench painting mode
Actual machine 05Looking back and forth between the 2D atlas and the 3D model
  • The yellow light strip follows Rotor and the side stripes are still.
  • Modifying a shared color block will affect all faces that reference it.
STEP6

Check UV and front profile

It's worth a different angle.

Return to edit mode, select body_mainLeft UV corresponds 0 / 0 / 16 / 16.barrel_1 Use 16 / 16 / 32 / 32Yellow tag. 16 / 32 / 32 / 48. These are the four boundary values ​​of U1 / V1 / U2 / V2, not the position plus width and height.

Native Blockbench · Chinese interfaceView original image ↗
Gatling UV inspection in native Blockbench edit mode
Actual machine 06Use the selection to confirm that the color is not skewed
  • Select the body_main, the first color block on the first row of the left is highlighted.
  • In this lesson, the same color blocks are used on the six sides of each square.
The six dark end faces of the six-tube Gatling seen along the X long axis
Inspection diagram / Viewed along the long axis, the six barrels surround the center and are not crowded together.
STEP7

Go from 0° to 360°

The last frame is not to go back, but to complete the circle.

  1. Switch animation mode, create new gatling.spin, duration 2 seconds, loop the Loop.
  2. Select Rotor to add a key frame only in the Rotation orbit. 0, 90, 180, 270, 360Y and Z have been zero. Time in order is 0, 0.5, 1, 1.5, 2 seconds.
  3. All interpolations are set to Linear / linear, and then play it. The body and the lift don't move. Only the barrel is spinning continuously.
Native Blockbench · Chinese interfaceView original image ↗
gatling.spin and rotation keyframes in native Blockbench
Actual machine 07There is only the rotation track of Rotor on the timeline
  • Select animation first, then select Rotor to view the track.
  • One revolution in 2 seconds is just the speed observed on web pages and tutorials, not a physical parameter.
0° and 360°: The posture is the same, but the process is different.

Writing 360° in the last frame will continue forward from 270°; writing back 0° will make the last segment rotate backwards. The two postures of the loop boundary are the same, so they can be connected into continuous motion.

2 seconds rotation · all 5 keyframes
GroupingTracktime/secondX / Y / Z
Rotorrotation00 / 0 / 0
Rotorrotation0.590 / 0 / 0
Rotorrotation1180 / 0 / 0
Rotorrotation1.5270 / 0 / 0
Rotorrotation2360 / 0 / 0
STEP8

Add a slow speed and check the cycle

Only by slowing down can you see clearly where adjustments are needed.

  1. Copy animation as gatling.spin_slow, the length should read 4 seconds. The five keyframes are moved to 0, 1, 2, 3, 4 seconds; the X angle is still 0, 90, 180, 270, 360.
  2. Switch between the two animations and observe the yellow mark: normal display is 2 seconds for one cycle, and slow display is 4 seconds for one cycle. Don't overlay two clips.
  3. Save your copy, reopen it, and make sure the texture, Rotor pivot, and two animations are still there. Turning off "auto-rotate viewing angle" on the web page will make it easier to verify that the gun body is really not moving.
Native Blockbench · Chinese interfaceView original image ↗
Slow rotation animation and double animation list in native Blockbench
Actual machine 08The same trajectory, change the rhythm
  • Keep gatling.spin and gatling.spin_slow on the left.
  • Pausing the animation is to pause the gun barrel; turning off the automatic rotation is to fix the viewing angle.
4 seconds slow view · all 5 keyframes
GroupingTracktime/secondX / Y / Z
Rotorrotation00 / 0 / 0
Rotorrotation190 / 0 / 0
Rotorrotation2180 / 0 / 0
Rotorrotation3270 / 0 / 0
Rotorrotation4360 / 0 / 0
Gatling game model after Rotor rotates 45 degrees around its long axis
Attitude diagram / The outer casing has not moved, and the six tubes have changed their positions together with the frame.
GOAL!

Change to a bright color and observe a full circle.

Change the yellow observation mark to cyan and the shell to low saturation sand color. Only change the material, leave the pivots and keyframes untouched, and practice so that "design changes" and "animation structure" do not interfere with each other.

IF SOMETHING LOOKS ODD

It's not right. Look around.

Why is the entire model turned together?

The automatic rotation of the web page controls the viewing angle, turn it off first. If the gun body also rotates in Blockbench, check whether the key frames are added to the Display; this lesson only adds animation to the Rotor.

Why is the barrel thrown out like a windmill?

The pivot or axis of rotation is incorrect. Rotor Pivot is 0 / 10 / 0, the animation only changes X, Y/Z remains at 0; do not use Y rotation instead of major axis rotation.

Why is the last paragraph suddenly reversed?

Confirm that the last frame The first and last values ​​​​can be different, but the posture must be the same.

Can you use it directly as a Minecraft weapon?

.bbmodel cannot be installed as MOD. This lesson only has general appearance models and display animations, and no shooting, loading, damage or item registration logic; in-game use requires matching versions, export formats and loading plans.

KEEP LEARNING

Continue practicing.

Independently created game art teaching is not a replica of the physical structure. It can be used for personal study, classroom and non-commercial creation; please do not resell it as it is or pass it off as original.