If you have the Minecraft skin template file and an image manipulation program, you’re ready to start learning. The first thing that is not obvious is what is going on in that template file.
In the previous post, we learned what is involved with making your own “skin” for Minecraft. Every step is pretty simple and self-explanatory – except for the part about editing the Minecraft skin template.
“Your skin is the look of your Minecraft character. This is how you are presented to other players that you meet in the game.” – Mojang website.
I’ve recently been recruited by my daughters to set up a Minecraft Realm, where they can hang out with eachother and their friends. This seems like a fun prospect, but as I face the moment of meeting my daughter in a virtual space, I really don’t want to just stand there looking like one of the two default characters. I want to know how to make a Minecraft skin. Continue reading “How to make a Minecraft Skin”
So, as one who just wants to get back to making stuff, having just learned that my browser, perhaps quite rightly, doesn’t entirely trust my graphics card not to spring a memory leak, what was I to do?
One day, my browser stopped showing me the experiments I had been working on. When I opened the browser console, I was treated to this message: “Refused to create native OpenGL context because of blacklisting.”
Now, Wordpress isn’t exactly the Cadillac of Content Management Systems. And as 3D frameworks for web browsers go, three.js is about as humble as you can get. If I was looking for a powerful elegant solution, perhaps I wouldn’t even be using Wordpress, or three.js, to begin with.
WordPress is a really simple way to publish stuff to the web. And three.js is a really simple way to animate 3D stuff for the web. But unlike plunking an image or a YouTube video onto your page in WordPress, embedding something you’ve whipped up in three.js in WordPress isn’t quite a no-brainer. Continue reading “Embedding three.js in WordPress”